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New gameplay concept - "at war" (with a faction)
When at war with a faction -
Faction score is 0 (enemy)
Faction score can't rise
Can't open comms with faction ships/objects
Other faction score won't lower if killed faction at war with (eg: killed civilians and at war with them - military score won't lower)
Wanted level won't be set or rise if killed faction at war with (eg: killed civilians - neither wanted timer nor wanted level rise)
While usually you'd be hostile to military if you attack civilians - this allows for some potential for tactics/strategy for the more plan oriented players.
--
When does the "at war" state kick in - when player captures a faction's base.
When player "declares war" with that faction (avaiable in the "Faction" screen)
Requirements for declaring war on a faction - player must own 3 or more bases. Faction must own at least one base. Faction can't be friendly to player (must be neutral or below).
--
War power concept - factions will accumulate "war power" (timer)
Example numbers (might change)
Each base +100 war power (if not blockaded)
Each field +30 war power
Each platform +10 war power
War power will be "spent" when at war - via attacks versus that faction
Example numbers (might change)
Cruiser costs 100 war power
Destroyer costs 50 war power
Frigate costs 20 war power
Corvette costs 10 war power
Gunship costs 5 war power
Fighter costs 1 war power (basically free)
--
Goal - the player (and other factions) can diminish the other faction's ability to fight via taking their platforms/fields/bases (and blockading them) - thus diminishing their war power meaning less ability to attack.
--
While at war - a faction will launch attacks against it's adversary faction (using war power)
Versus bases -
Faction will try to blockade enemy faction bases
If a base is blockaded and was taken from the Faction - the Faction will send base capture ships to try to retake it.
Blockade changes -
Bases can be blockaded by overworld combat
Cannot auto dock to blockaded bases
--
Owned bases -
Can be abandoned.
Requirements - must be docked at base, cannot be last base.
Player owned ships at the base (hangar/defense) will launch along with the player when abandoned.
Base credits will be transfered to player's account.
While abandoned -
Cannot communicate or dock with abandoned bases
Abandoned base will return to it's original faction (after a time of being abandoned)
--
Make Peace - war state can be turned "off" via making peace (avaiable in the "Faction" screen)
Requirements for making peace -
All enemy platforms must be destroyed (aka faction has 0 platforms)
All enemy fields must be taken (aka faction has 0 fields)
All enemy bases must be blockaded - if these requirement's are met the faction will accept the offer of peace (basically you must beat them into submission)
Added another "tier" of being blockaded (lower tier) - under attack - if a base defense ship or platform is destroyed - production of further defenses stops temporarily (this is to prevent constant stream of new ships being built as long as base has money - which feels cheap/exploitative)
Oversight - hostile bases won't allow access to hangars (eg: base was re-captured and is now hostile - but you had ships in hangar... they won't be accessible until faction is no longer hostile or base is yours again) - adds to "abandon base" mechanic or simply launch ships before base is captured.
11-02-2018
New TSF base - shoring up their base # before "at war" patch
10-30-2018
Crash bug fix - related to platforms incorrectly attacking
10-28-2018
Balance - big nerf to ship maneuverability across the board. Ships are now much less maneuverable. This is a contiuation of balance changes as we head towards release. I noticed a huge issue where a light corvette (with me as a pilot) was having major issues out maneuvering a heavy frigate.
This should also help new players with early ships being hard to control (due to players not knowing not to turn to the max).
As a compensation for the nerf - all ships (starting with medium fighters) have an additional primary upgrade slot. So you could take a maneuverability upgrade if you want ships to be closer to their previous maneuverability level - or use it anywhere else.
New active upgrade - "Agility" - increases turning power of ships while the upgrade is active. Suggested use - large ship with a big gun.
10-25-2018
Clicking "New Game" now gives players a choice between "Story" and "Sandbox" modes
Sandbox only mode - no story missions shown/available
Sandbox only mode - ships unlocked via missions available
Story mode - now restricts base capture ships until they are unlocked as part of the story
--
Wildcat - changed from black market base capture ship to a civilian base capture ship (for future base warfare updates)
Tweaked base capture ships - capture ratings
Wildcat - 40 (was 25) (now that it is no longer sold as a sort of a starter base capture ship)
Liquidator - 50 (was 35)
Glutton - 45 (was 40)
NoJoy - 60 (was 70)
Phalanx - 100 (same)
10-24-2018
Minor tweaks/bugs and oversights fixed.
10-22-2018
Fixed - ships with attached ships - weren't properly restocking on leaving a base (either hangar or as defense ships).
More solid - story missions near bases - shouldn't allow the player to dock before completion of mission for a more consistent outcome.
Added proper way for modders to add objects into a player's saved game - https://steamcommunity.com/app/369530/discussions/8/1735468061775386526/
10-21-2018
New mid story missions
Added "spin up" type effect to weapons - weapon fire rate can increase (or decrease even) the longer that hte fire button is held.
New ship Bulldog (variant of Bullfrog) - Stub/Kind heavy gunship - featuring quad chain gun turrets and a secondary medium chain gun.
New ship Swordfish (Kind faction) - part of mid story missions.
Ronin moved from always being avaiable to being part of mid story missions.
Ronin now has a secondary weapon - heavy charged rail gun.
10-08-2018
Crash bug fix related to owned platforms participating in combat.
10-07-2018
Crash bug fix related to owned platforms participating in combat.
10-04-2018
More "implemented" platforms
Defense platforms will now participate in overworld combat - they will target and attack the nearest hostile ship (if in range).
Platforms can be damaged and destroyed in overworld combat.
Platforms with defense platforms - will use defense platforms to counter attack attackers in overworld combat.
Ships of some factions might attack enemy platforms in overworld mode.
Destroyed production platforms will transfer their cargo pods into the overworld.
Under attack ships have a chance to run towards a nearby defense platform for assistance. Will use secondary burn to do so (ships are slowed down while in combat - so this will still be a bit slow).
Some issues with ships forgeting their orders should be fixed (eg: trading ship using a gate - forgeting it's a trading ship)
9-29-2018
More "implemented" platforms
Issuing a command on a owned platform (with a combat ship selected) - will now result in your combat ships patroling that area of space. So you can defend that platform.
Hired ships - changed so that they can't be commanded on another target or to go to a position (except to go back to a base - to be dismissed). Commands are for owned ships. This was partially implemented and basically confusing - sometimes working and sometimes not.
Ships will now avoid platforms - if they aren't their destination. EG: trade ship flying from base A to base B - will avoid platform C if it's in its path.
Destroy debris and destroy military debris missions are now solo only missions (no hired or fleet ships allowed).
9-28-2018
Various minor fixes.
9-27-2018
More "implemented" platforms
Can now build a "Builder" ship - used for building "far" platforms (platforms away from a base's local space). This is done in the "build platform" interface under "base management." These build one at a time - in case the player decides to build more than one.
How to build a "far platform" using a builder ship -
In Overworld mode - select a builder ship - move it to a appropriate spot then click the "Build" button (above "Details" button - on the lower right hand corner).
Restrictions to building a far platform - can't be too far from an owned base (2k), can't be too close to another object (750 + 1.5 gravity range), can't be too close to an identical platform (eg: two fuel platforms can't be within 1k units of eachother). Builder ship can't be under attack, builder ship can't be moving.
Selecting a owned transport ship and right clicking on a production base will initiate trading runs (aka - auto trader).
Got around to it - tweaked to not permit Outsider ships from being captured (was just very high rating before) - modding is still totaly ok
9-19-2018
Indies will transport resources from player owned platfomrs to player owned bases (if the base requests that resource - in base management). For the cost of 500 credits.
Player "auto traders" will buy cargo from platforms or take cargo from owned platforms for sale.
9-11-2018
New mission - Buy Production platform - civilian/pirate mission rank 5 - allows player to own a production platform via buying it from a civilian/pirate base.
Added narcotics production platform for pirates (Beggars)
Added weapons production platform for pirates (Reborn)
9-08-2018
Fixed Bug with pirates not spreading onto fields properly
Fixed Bug with tactical mode not displaying mission makers properly
9-07-2018
Can buy cargo pods from production platforms - via comms.
Cargo bought at "cost" price - meaning making a profit will be really easy.
Crash bug fix - uninitialized variable (new cargo pod production code)
9-05-2018
The "Kind" faction is now "neutral" - so it won't appear as a hostile enemy in some auto generated missions - which could lead to unintended hostile faction for story missions.
Rebalance - Frigates and above - drastically cut maneuverability
Potential fix for "Grim spinning out of control" issue.
9-04-2018
More "implemented" platforms
Non-player bases will now sometimes build platforms "away" from their own "local space"
Civilian bases will build production, fuel, shipyard and defense platforms
Military bases will build defense, production, shipyard, and fuel platforms
Pirate bases will build defense, comms platforms
Mining faction bases will mostly build mining platforms and sometimes defense platforms
Bases will only build platforms if they are fully built themselves up (as in full defense fleet and full platform complement).
Bases will only build platforms if there's none nearby them of the same faction and type
Platforms (in "open space" - as in not in a local space of a base) will produce cargo pods.
This creates a piracy opportunity.
Stealing cargo from platforms will result in a wanted level increase (max 2) and a wanted timer of max 180.
Production platforms will occasionally spawn a transport ship to ferry the produced cargo to the nearest same faction base.
Platforms will now build their own defense platforms.
If you steal a cargo pod from a platform - the platform's defense platforms will turn hostile
-- Second patch of the day --
If the player destroys a platform's cargo pod(s) will result in any defensive platforms going hostile versus the player. (Made sense to add this seeing as theft results in hostile action as well).
Crash bug fix - crash due to bad code handling torpedo being hit by a projectile
8-30-2018
Bug fix - buying ship with attached ships - after owning a different ship with attached ships yielded anomalies.
After watching a player play on YouTube decided to make AutoSlow (in overworld mode when an object is selected) off by default, to avoid confusion to new players.
Can cancel "Overworld via gravity drive" option - via the same key as initiates it.
8-29-2018
More "implemented" platforms
In owned bases -
Platforms can no longer be "bought" but instead must be built.
Building takes credits, ore and time (no longer instant)
Only one platform can be built by a base at a time
Platforms can't be built while base is blockaded.
Credits for building platforms will be taken from base first then player if not enough.
Can scrap a platform - either if built (for less than full refund) or while building (for full refund)
After about 50% completion - platforms in state of being incomplete will appear in ship mode and will appear to be constructed as time goes on.
8-26-2018
New story mission.
Fixed oversight bug - allowing leaving mission area using gravity drive
Fixed crash bug - recently added crash in check to fleet missions
Fixed crash bug - odd duplicate accepted mission issue.
Oversight - forgot to tweak main menu text stating that the game is in "Alpha" (now) versus "Pre-Alpha" (before)
8-20-2018
Fixed oversight - accepted scripted missions not being saved/loaded properly while docked.
Fixed oversight - ships avaiable for purchase not always proper mission faction ships.
Fixed a few inconsistencies/errors in new mission scripts.
8-09-2018
Got around to adding right/left energy barrier upgrades to frigates.
New tutorial - Tactical Mode basics
8-03-2018
Fleet mission - implemented 50% ship cost addition on death
EG: player is in a fleet mission - one of their fleet ships is destroyed, player gets 50% of the ship's credit cost as compensation.
Fixed bug allowing more than one scripted mission to be accepted.
Fixed oversight - Missions that can't be cancelled - now can't be cancelled while docked and in the mission interface.
Added proper requirements to some story missions to prevent them from appearing out of sequence.
8-02-2018
New story missions.
2 new portraits (story related)
New type of mission - "Fleet Mission" - fleet missions have restrictions on the number of fleet ships allowed (similar to solo enforced mission - but verus only allowing a single player piloted ship - fleet missions allow only a certain number of ships per class).
Uses first come first serve to pick fleet ships to be included.
Fixed bug where new music stops playing - hopefully - fingers crossed.
Fixed bug where collision objects (for weapons and other uses) might have wrong starting position causing anomalies.
Can now see "HUD comms" in tactical/formation/ship switch - modes/interfaces.
7-24-2018
New scripted mission - Beggar faction corvette mission.
7-21-2018
New story missions.
New character portraits (Stub)
Fix for unintended leaving mission before mission for officially completed
7-16-2018
New story missions.
Crash bug - anomaly with some docked ships transfering to hangar not being cleaned up properly.
7-13-2018
New active upgrade - missile (ship drops a swarm missile when activated) (check out medium and above fighters, gunships and corvettes).
7-12-2018
Ultra - converted to a light gunship
Grim - tweaked collision mesh to hopefully minimize anomalies with it's twin shields
7-11-2018
New story missions.
Kind faction (indie Stubs) being convered to a merc faction (versus pirate faction)
Kind faction - is now neutral territory
Kind faction - not hostile towards factions other than military and bounty hunters
6-29-2018
Crash bug fix - accepting 3 missions (while having a "hidden" mission) would result in a crash while docked or undocking.
6-28-2018
New story missions.
New Music Track (same track as new trailer music)
6-21-2018
New story mission.
Altered story mission early text to give hint where next story element takes place.
6-12-2018
Fixed introduced crash bug - when capturing a base.
6-09-2018
Introduced and fixed 2 crash bugs - MAJOR APOLOGIES!
Thank you for bringing them to my attention and again - very sorry.
6-08-2018
Main story - added to the "new game experience" - addition to the intro mission
Bunch of ships imported from part 1 to part 2 to support early story elements.
Fixed bug resulting in multiple turrets spawning in one turret slot
Crash bug - destroying a "gravity field object" (eg: a station) while in remote interface
5-24-2018
Improvement to control mapping - ability to map multiple keys/mouse/joystick functions to a single control/command (checkbox).
Fixed oversight when some key/joy/mouse buttons are mapped to multiple controls causing anomalies.
Fixed oversight/crash bug - using "common" type commands while docked or potentially in otehr incompatible "states") could cause a crash.
Fixed unintended feature - some Stub faction ships having much higher capture resistance than intended.
5-13-2018
New upgrade - remove 3D marker which indicates ability to toggle into overworld mode.
Instant action now features the improved "skybox" - with randomized colors.
Safetynet for an early auto generated pirate mission added to prevent empty mission list.
Mining faction is now hostile to pirates and vice versa to prevent unintended anomaly with the defend base mission.
Fixed bug with attached ships being able to dock with bases and enter into active gates.
5-02-2018
Work towards improved "skybox"
Safetynet - non-player ships being stuck on "hostile" to non-hostile targets
Work towards improved "skybox"
- using procedural generation and dynamic elements.
- new skyboxes added - more "traditional" space skyboxes as well as dark variants.
3-31-2018
Crash bug fix/safetynet - happening when some overworld commands weren't being properly cleaned up
3-19-2018
Safetynet - added life timer on cargo pods. Cargo pods without an owner (as in - not being carried) will expire after 5 minutes (overworld time). This is to prevent potential clogs of cargo pods.
Crash bug fix.
Fixes to formation code (synching between overworld/ship mode) - not fully implemented
3-08-2018
Minor tweaks and bug fixes.
New generated mission - recon patrol (military faction) - very similar to patrol mission - but player will encouter larger ships/fleets and be not expected to combat them (fighter only, solo enforced)
3-04-2018
New generated mission - patrol (civilian, mining and bounty hunter factions)
2-23-2018
New upgrade - fuel capacity - doubles fuel capacity
New generated mission - repair platform (civilian faction)
New generated mission - Tug escort (mining faction)
Mining faction will now also have "Defend Base" auto generated mission.
Improvement to "collision weapon" ai code - to help with repairing large objects - like platforms and objects with attachments (like some platforms)
2-21-2018
Auto generated and scripted mission - progression
Changed auto generated and scripted mission mission rank requirements and mission rank increases.
The intent is that gaining mission ranks is slower and more controlled. The max increase of a mission rank is now 50% towards the next rank. The minimum is now 20% towards the next rank. Lower tier missions increase the rank faster (until cap) higher tier missions increase the rank slower (until cap). So progression is faster in the begining (2 missions to advance) but slower towards the higher tier (5 missions to advance).
Scripted missions are set as "blockers" between some tiers.
Crash bug fix - triggered when more than 10 active upgrades
2-15-2018
New Scripted Mission - third Mining faction mission
Bug fix - armor boost active upgrade not properly "recycling" for next use
2-08-2018
New Scripted Mission - second Mining faction mission
3 new character portraits - mining faction.
2-06-2018
New Scripted Mission - third Pride faction mission (bounty hunter)
New turret - Pilar beam turret
New upgrade - Pilar - beam turret (see above)
New upgrade - Pilar - twin turrets (doubles rate of fire at the cost of accuracy and range of movement)
New upgrade - Eagle - beam turrets (see above)
Balance - medium/large missile damage halved - but added anti capital flag - so medium/large missile damage is the same for corvette class ships and above - but halved for smaller ships.
Medium missile damage increased - from 75 to 100 (to offset halving its damage above)
Balance - Anubis - speed changed - from 45 to 40 (Anubis is pretty awesome overall - bit of a nerf)
Eagle - added primary turret to bottom (now 3)
Eagle - added point defense turret to top
Eagle - added secondary weapon - plasma launchers (same as Drake - but less capacity)
Pilar - now launches medium missile mines (before were light missiles) - capacity cut from 12 to 6 and recharge time increased.
The Reaper is now a heavy fighter (scaled up and upgraded weapons/armor/etc)
New upgrade - Reaper- twin turrets (doubles rate of fire at the cost of accuracy)
The Ultra has been buffed (in weapons/stats and price) now a overpowered and overpriced heavy fighter.
New upgrade - Ultra - beam defensive turrets
2-02-2018
New Scripted Mission - third Reborn faction mission (pirate)
Various little bug/glitch/oversight fixes.
New platform - TSF weapons production platform
1-29-2018
New Scripted Mission - third Beggar faction mission
1-26-2018
Crash bug fix - related to new "fleet ships finding targets on switching to ship mode" code
Crash bug - hopefully solved crash bug that would frequently occur on docking
Buzzard secondary - tractor beam
The RoachC - now has a optional top turret.
Balance - gunship shield upgrade is now 350 shield points (was same as heavy fighter at 200 - unintended)
Balance - boosted duration of tractor beam secondary weapons and shortened recharge time
1-22-2018
Rage now has a secondary weapon - burst beams - low capacity high damage beams
New Scripted Mission - second Reborn faction mission
Improvements to fleet entering ship mode and targeting other ships in a fleet.
Can only accept one courier type mission at a time - new players would accept as many as they could and then get killed by incoming ships.
1-17-2018
New Scripted Mission - third military mission (TSF)
1-13-2018
Rebalance - all gunships + 500 health.
Taurus MK2 didn't have its intended speed (90 - up from 70)
Taurus MK2 - scaled up by 1.25 (bit too small for a gunship - looked more like a heavy fighter - this means it will take more damage due to being bigger - larger hitbox - hopefully speed + health will balance that out a bit)
Pilar's front "ball turret" is now linked to primary fire (versus being set to defense)
New Scripted Mission - fourth civilian mission
New platform type - shield platform - creates a energy barrier in front of platform (hiding spot?)
New asset - shield platform
New asset - hangar platform
Wrath gun ship - changed to a beam gun ship versus missile gun ship (missiles too annoying)
Crash bug - chosing a hired transport/mining ship then clicking on the trade interface screen (hired ships should be excluded from the trade interface)
Crash bug - mobile base moving in remote interface - undocking main ship would cause crash
1-8-2018
Oversight fix - capture variant of the Phalanx
Bug fix - turrets were able to damage a ship they were attached to (via hitting another attached turret - with a physical body)
Crash bug - related to new fleet management screen
1-4-2018
Various little bug fixes.
1-2-2018
In overworld mode - when seleting a base with your ships in its hangar - clicking on the "Show fleet ships" button will show ships in the selected base's hangar and defense ships (if owned base).
Can launch selected ship from a base's hangar/defense fleet into overworld.
12-28-2017
The "show fleet ships" interface/button in overworld will now work for "non-main fleet" - so select one of your other fleets - and click that button and the interface will work for that other fleet.
Repair ships in a fleet will now repair ships in the fleet in overworld mode. First prioritizing the fleet leader - then repairing other ships.
Each repair ship will repair 1% health per second.
A repair ship can't repair itself.
When under attack or attacking - no repair takes place.
12-27-2017
New active upgrade - deploy gun pod. Deploys a civilian gun pod (a defensive platform - with you guessed it- guns!). Upgrade for frigates and above.
Changed the way "upgrade recharge" works - instead of instantly recharging every upgrade - it now recharges a set amount of time (based on its own re-charge time) - this is to better balance the new deploy gun pod upgrade - now allowing an instant two gun pods to appear.
Oversight fix - frigates and above didn't have their own upgrade recharge ability
12-20-2017
New Scripted Mission - second military mission (TSF faction)
More military faction portraits.
12-14-2017
New Scripted Mission - first military mission (TSF faction)
12-13-2017
Toggline overworld within the "gravity radius" will turn off crew control if it is enabled.
Not every base will buy every ship from the player. This includes trying to trade a ship in for another.
For example - military bases won't buy illegal ships (pirate ships) nor will they buy military hardware from non-military sources.
So basically - lawful factions (civilian conglomerate, military, bounty hunters) won't buy illegally obtained ships.
Added buy/sell/transfer - All buttons to the docked commerce screen. Example - Herc transport can carry 8 cargo pods - clicking buy all button would buy 8 cargo pods (or less depending on current capacity).
3 new character portraits - military.
12-12-2017
New Scripted Mission - second bounty hunter mission (Pride faction)
New music track.
Crash bug fixed - related player ship being docked and being attacked while the player is using the remote interface
12-10-2017
Target nearest enemy improvement - will avoid targeting ship with 0% health
Added "Incoming Object(s)" flashing message on the HUD - notifying player of incoming missiles, torpedoes and mines heading to the currently piloted ship.
Oversight fix - Custom formations not saving properly
Improvement to handling neutral territory - preventing abuse.
Black market faction owned objects are now neutral territory.
While in ship mode - player hostile actions will turn a faction hostile faster (eg: attacking a ship - the rest of the faction will turn hostile faster)
12-08-2017
New Scripted Mission - second pirate mission (Beggar faction)
New music track.
Improvements to aim assist calculations.
Tweak to pirate attacks on trade ships - if player ship has a ship in its fleet that is carrying a roid or a cargo pod - now added to potential attack list
12-05-2017
New Scripted Mission - introductory mining faction mission
Fixed issue with cargo pods/roids dissapearing on transfer of ship to hangar - or selling a ship Now transfer/sale won't be allowed.
11-30-2017
New Scripted mission - introductory pirate mission (Reborn faction)
11-27-2017
Bug fix - indie pirates not properly reacting to smack downs
Oversight fix - remote interface ships and empty space - nearby ships weren't properly added
Added - remote interface ships and new "last ship mode" save - should now work as intended
Crash bug - improper handling of a a ship that is re-joining a fleet or a leader of a fleet which has ships re-joining it - being destroyed
Oversight fix - when a fleet leader is captured - its fleet is disbanded
Potential fix for crashes during saving causing "crash on load screen" due to Steam cloud constantly downoading corrupted save file.
A temporary file gets created - and if works - copied to the "actual" save file (.sav1)
11-26-2017
New Scripted mission - introductory pirate mission (Beggar faction)
Turning off "auto build" defense ship build (for bases) cancels ships in build queue.
Fixed bug - could use active ability "gravity drive trigger" while in gravity drive
Balance tweak - Beggar dumb fire torp - given 20 initial speed (still relis on getting speed from firing ship - but now a bit more easier to use)
11-22-2017
Added "auto save" on switching to ship mode (similar to last dock auto save).
Polish - entering ship mode while moving in overworld - longer "gravity drive exit" duration
More improvements/polish to scripted missions/etc.
11-20-2017
New Scripted mission - second civilian faction mission
(previously second civilian faction mission moved to third)
11-16-2017
bug fix race track missions
bug fix issues with ships getting incorrect "distance checks" causing anomalies
crash bug fix - loading game while in ship mode crash bug
crash bug fix - related to attached ships (naming issue)
11-16-2017
New Scripted mission - second civilian faction mission
Updates to player trade ships being attacked mechanic -
reduced frequency of attacks (unless trade ship is a hired ship and/or being escorted by player)
frigate class trade ships won't be automatically attacked by corvette class ships (now dependent on # of escorts)
trade ships and fleet combat - if trade ship is a fleet leader it is less likely to be attacked during fleet combat (25% of being attacked) - instead the other fleet ships will be attacked first
--
combat AI improvements -
fighter - more mobile in certain attack patterns (tail, side, flank)
"flank pattern" - checks if still valid (chance of being invalid if target is targeting ship)
11-12-2017
New Scripted mission - starting civilian faction mission
11-10-2017
Various changes/support/tweaks to better implement scripted missions.
New Scripted mission - introductory mission for the Pride faction
11-04-2017
Bases - retailers - have a 50/50 chance of consuming resources like consumers
Added a "grace period" timer to paid ransom - giving additional moments of hostile action before hostile actions are considered against paying ransom (eg: missiles flying in the air - player pays ransom - pirate no longer hostile - missile hits - pirate hostile again)
Additional code to make player paying ransom more solid - additional code/checks for player ships and fleet
Fixed crash bug related to demanding ransom and base defense ships.
11-03-2017
Oversight fix - ships sent to hangar will also transfer their fleet ships into the hangar.
Oversight fix - player ships will now repair when docked at bases (examples - player trading ships repairing on buying/selling, mining ships repairing on selling, mining support ships repairing on selling, shuttles repairing on dock, other ships repairing before being transfered to hangar) - includes fleet ships.
Repair costs - cost is 25% when repairing at owned base
Oversight fix - like repair above - player ships will now refuel when docked at bases
Pirate attacks on player trade ships -
Being non-hostile with a pirate faction (which owns a base) and being in near their territory significantly reduces change of an attack by a indie pirate faction
Ships with escorts have a less chance of being attacked.
Tweaked attack check timer - less reliant on randomness - greater guaranteed time between attacks.
Tweaked player owned/hired trade ships are very likely to be attacked checks
If transport/mining ships - if empty (no cargo or roid) - won't get attacked
If far away from everything - won't get attacked
11-02-2017
Modified "Auto Trader" AI to work off of supply - ships will buy resources based on supply (looking for highest supply resources to buy) and sell resources based on supply (looking for lowest supply to sell at)
Mass consumption - to help the economy with big giant quantities - every 2 minutes bases will mass consume resources - consumes a random amount (between 10 and 30%) over 10,000. This generates income just like regular consumption - only applies to non-player owned bases.
Work towards a "dynamic economy" in terms of resources (trading)
Resource base prices changed -
Energy - 2
Food - 4
Ore - 8
Weapons - 30
Narcotics - 80
Resources now have a "price multiplier" based on supply and demand
Energy - 5x
Food - 4x
Ore - 3x
Weapons - 2x
Narcotics - 1.5x
For producers - the greater the supply (units in stock) the lesser the price multiplier (thus cheaper price)
For consumers - the greater the demand (low # of units in stock) the greater the price multiplier (thus greater the price)
Retailers:
Buy for 25% less than consumers
Sell for 15% more than producers
Goals -
dynamic economy where prices reflect supply and demand
discourage repetative trade routes with mass number of ships (boring!)
encourage larger circle of trade (more interesting!)
create cheap resources for early game (energy/food)
create higher priced resources for piracy and higher tier trading
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Hired Ships:
Can only have max 5 hired ships (spanning all factions) - adding factions in development made the 5 per faction count a bit excessive
Can only hire one transport and one mining ship at a time (spanning all factions)
When a hired ship is destroyed - player will lose 5 points of faction score (can't go into hostile score territory)
The number of hired ships a faction will allow - now depends on both the faction score and mission rank scores (before depended on the highest of the two)
When low on health a hired ship - has a chance - to leave (no longer a hired ship) - will drop cargo/ore/etc if carried.
Will auto use primary burn to better keep up with player
Mining/transport ships - get 15% commission on selling (calculated on profit only)
Repair cost - ships will repair on player docking - player will pay repair fee (10% of standard fee)
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Bounty hunters hunting player based on wanted level - re-enabled
Pirates (if hostile to player) are much more likely to attack your trade ships (either hired or owned)
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Primary/Secondary burn - fuel cost is 4x when ship is carrying a cargo pod or a roid
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Logs added:
Ship hire upkeep (on dock)
Ship hired/dismissed
Hired ship - leaving due to damage
Wanted timer
10-23-2017
Some active upgrades might not be able to be deactivated (by player) early to prevent activate/deactivate scumming.
Tractor beam weapons will now drain extra capacity on de-activation. Making on/off "scumming" a bit less powerful (though still a viable tactic in limited quantity).
Combat ship AI - slight imporvements (some ships will keep greater distances away from targets)
Improvements to friendly fire - should result in less bounties/hostilities
Improvement to fleet combat - counter attacks better tracked allowing for "one per round"
Cycle timer - doubled speed - so each cycle is now 8 minutes versus 16 minutes - thus doubling upkeep.
10-19-2017
Support added for Shuttles and the new Trade Interface - allowing the player to specify which bases shuttles will visit
Shuttles when visting bases - boost many aspects of a base:
Resource consumption
Building of ships to hangar
Building of commissioned ships
Building of defense ships
Increases base morale
Max boost = 20%
Player owned shuttles - travel will boost faction score for the player
Crash bug fix related to ransom.
Bug fix - duplicating Stub ships in Sancutary
10-16-2017
Crash bug fix related to new trade interface.
10-14-2017
Polish to log - more events added and saving/loading of log preferences
10-12-2017
Added a "cycle timer" (aka a game play timer) - will be used in ship upkeep costs. Shown in overworld mode.
Proposed - each "cycle" is 100 seconds, every 10 cycles upkeep cost will be paid.
Transport/mining ship unit cap (seperate caps for transport/mining) - formula:
Unit cap = 1 + level + (number of player bases * 5)
Unit cap affects - number of ships you can buy/commission from a non-owned base
Unit cap - will - affect - unit up keep
Can by pass cap via - ship capture and buying/building ships in a owned base (or black market base)
Upkeep cost calculation (for mining/transport ships)
up keep cost = 1000 * active ships
if there are more ships than the unit cap -
upkeep cost multiplier = active ships over upkeep count * (active ships/unit cap)
Examples:
active ships/unit cap
5/11 = 1000 * 5 = 5000
11/11 = 1000 * 11 = 11000
12/11 = 1.1 * 1 * 12000 = 13200
13/11 =1.2 * 2 * 13000 = 31200
14/11 = 1.27 * 3 * 14000 = 53340
20/11 = 1.81 * 9 * 20000 = 325800
If there is a upkeep shortfall - a "upkeep shortfall percent" is calculated which is used as variable in a random number check - if the check fails that ship is disabled (won't obey commands in overworld - eg: won't travel or won't mine/etc). Will still defend itself or fight in ship mode/etc.
Upkeep for combat ships and misc ships (non trade ships) - currently 1% of purchase price (will likely change)
--
Credits interface - shows income and upkeep (per cycle - and for previous cycle)
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Log Interface - logs various events, sortable by type (combat, economy, faction and build), sortable by high priority.
10-01-2017
Blockading a base now triggers a -5 faction score every second and nullifies any ransom payments.
Change to fleet leader/fleet ships - base capture fleet can't include any other ship except capture ships. EG: can't have capture ships and combat ships mixed in.
If a non-combat ship (eg: shuttle/mining/transport) that is a fleet leader gets destroyed - its fleet is disbanded (versus the next ship taking over as fleet leader - as will happen with combat ships)
Can hit ESC - during auto dock dialog to speed it up.
09-30-2017
Fixed crash bug related to some projectiles - (for real this time!)
09-29-2017
Fixed bug where ships that shouldn't accept ransom - demand ransom - causing incorrect non-hostile behavior.
Improved fighter ship AI - time check on "orbit" attack pattern. Check to not chose the same attack pattern again.
A fleet of capture ships will now properly transfer its boarding crew into a base.
09-28-2017
Hangar screen - integrated with new "commission" ship changes - duplicate is replaced by "commission" on frigates and above. Shipyard check is made.
09-27-2017
Mining support ships - can no longer support a mining ship that isn't capable of carrying cargo pods (EG: a Tug)
Comissioned ships now show up on the "Docked" screen (underneath where accepted missions show up)
Can now cancel commissioned ships (from the GUI mentioned above)
Mining support ships will deliver cargo pods to the base that the mining ship would.
09-26-2017
Work towards - "Trade Ship" interface
Interface for managing trade ships (transport and mining ship)
Shows list of trade ships
Selecting a transport ship - allows for specifying of "waypoints"
Waypoints have a pickup/buy and deliver/sell resource list and a base
Ship will travel to the base and pickup/buyand deliver/sell the specified resources
In this way players can create routes for transport ships
Allows to toggle "auto trading" and "mining support" (ship will find nearest unsupported mining ship - or (if there are no unsupported mining ships) nearest mining ship)
Selecting a mining ship - allows for specifying an asteroid field to mine and a base to return the mined ore
Mining ships now have a "Mining Level" (similar to trading level) - adds additional yield to mined ore.
09-19-2017
Fixed issue with "overworld freezing" - due to some older files that should have been removed - causing issue after patching.
09-18-2017
Repair platforms and shipyard platforms - merged/renamed into shipyard platforms.
Bases will now build shipyards.
Bases now have a "max build ship size."
Beyond the max build ship size - bases need a external shipyard to build a ship.
External shipyards can be either "local" (owned by the base itself and in its "local space") or "remote" in the overworld (if within 5k distance)
EG: New Troy's max build ship size is a corvette. It will need an external shipyard to build frigates and above.
Ships beyond a base's "max build ship size" cannot be purchased - instead must be "comissioned" (this excludes black market ships).
Commissioned ships are "delivered" after purchase. New ship will travel to player's main fleet - either from a "local" shipyard or from "remote" shipyard. Comissioned ships require a bit of time to be built (1/2 the standard build time) before being delivered.
Exceptions:
Some factions might not build new shipyards (bounty hunters and pirates)
Some factions might - sometimes - have limited quantities of special ships available for purchase (bounty hunters and pirates) (similar to how black market bases work)
09-12-2017
Polish to mobile bases - while moving - improved "moving" effect
Crash bug fix - issue with fleet leader dying in overworld combat
09-10-2017
If a non-player ship ship has more than 3 escorts - a new fleet will be auto created.
Large military ships will now spawn in the overworld.
Larger pirate ships will now spawn in the overworld.
Large transport ships will now spawn in the overworld (and as part of escort/destroy missions)
Large mining ships will now spawn in the overworld.
Tweaks to number of escorts (increase and higher ship classes)
Bit of code preventing ships too large to fit into docking tubes - from attempting to dock
09-07-2017
New ship - ML-2511 - military repair ship
New base - mobile pirate base
09-01-2017
Crash bug fix - stability issues related to projectiles with collision bodies
Crash bug fix - issue with 2 selected ships being ordered to join a fleet - simultaneously
Crash bug fix - issue with docking a ship while in the remote interface
08-19-2017
Two new ships (Bonnie and BonnieMS (military surplus)
08-14-2017
Added more portraits for the Stub/Kind factions.
Fixed issue of portraits not showing up properly on Kind faction ships (as opposed to Stub ships used by the Kind faction)
New ship upgrade "Harden Turrets" - preserves some turrets after ship death - so debris continue firing on enemies. Only available on some ships.
Tweaks to "counter attack" ship AI - making it less likely that a ship will bounce between targets - forever thus not doing any damage.
08-12-2017
Primary and secondary weapons fire (including turrets) will now trigger "screen shake"
Added "auxilary" ammo - eg: Duelist scatter gun fires 4 projectiles per shot - and an additional bullet as specified by the auxillary ammo. This is to make possible a improved scatter gun - one that shoots the "ray cast" testing projectiles (as currently implemented) and in addition a "collision box" projectile with a much greater test radius. A sort of a "shock wave"
Changed scatter guns to use aux projectiles.
--
"Pre death" explosions added - while some ships are in their "death spin" random explosions will now trigger - fun!
Fixed an oversight/bug that sometimes would prevent some explosions from triggering properly
08-11-2017
All ships - setup/addions/cleanup of "damage effects" particles (effects that turn on once a certain damage threshold is reached).
08-09-2017
Afterburner capacity/recharge rebalance - increased both - making afterburners more "substancial" versus a second or two affair.
Aprox numbers:
light fighter - 5/7 (capacity/recharge)
medium fighter - 7/10
heavy fighter - 10/12
gunship - 12/14
corvette - 15/16
frigate - some don't have - 10/10
destroyer - none have - but can via upgrade...
Added primary upgrade - afterburner (adds afterburner to ships without it)
--
Weapons range rebalance. Weapon ranges were a bit too close - due to scale inherited from part 1.
Goal -
Light weapons (fighters/gunships) - 1.5k - 2k range
Medium weapons (most corvettes) - 2.5k - 3.5k range
Heavy weapons - (most frigates) - 4k-6k range
Mega weapons - 10k++
Also projectile speeds increased to help with recent ship speed boosts.
The Wrath gunship is now a "missile gunship"
08-07-2017
New ship - Kind frigate - Ronin
Joystick "sensitive" mode added - reduces joystick turn effect - the closer to the dead zone the less turning - eg: joystick is 1% from the deadzone - turning effect reduced by 99% - joystick is 10% from the deadzone - turning effect reduced by 90% - requested by player(s) to make joystick maneuvering more managable for some preferences. Located in - Options - Gameplay - Joystick/Controller section.
08-04-2017
"Unchecking" the fleet leader button - dissolves fleet - fleet ships seperate from leader.
Fleet combat - fleet ships will now participate in overworld combat (dealing and taking damage)
When the player "main" ship/fleet is attacked - an additional check is made to determine if attacker(s) are inferior - if they are then the player isn't forced into ship mode - instead "overworld combat" takes place.
Similar method to the above - tests whether to auto slow down time if incoming enemy is sufficient threat (before time was always slowed - no matter the threat)
08-02-2017
Work towards - overworld fleets
Player owned ships (when not part of player fleet) - when selected in the overworld - can toggle "Make Fleet Leader" - selecting another ship then right clicking on the "Fleet Leader" will add that ship to the "Fleet Leader's" fleet
Mouse over on a ship - if has fleet ships - will show a brief list of ships in fleet
If joining two fleets - eg: ordering one fleet to join another fleet - the joining fleet's ships join the "main" fleet (in other words - no nested fleets/fleets within fleets/etc)
When the "Fleet Leader" dies - the next biggest ship in the fleet becomes the fleet leader (unless it is the player fleet - and the fleet leader is the player)
Camera improvements/additions - to help with "remote overworld mode" and setting up fleets - added a check box "lock camera to main ship" (which is the current default behavior) when unchecked - the camera is no longer locked to the main ship and should make some overworld management less of a hassle.
Can a ship join a fleet?
Same faction? - yes (fleets must be made up of same faction ships)
Combat ships? - yes (defense role)
Ship capture ship? - yes (similar to combat ship)
Repair ship? - yes (support role)
Player "main" fleet? - yes (any ship can be in the player "main" fleet)
Transport ship? - no (can't stack transport ships)
Mining ship? - no (can't stack mining ships)
Shuttle ship? - no (can't stack shuttle ships)
Tug ship? - no (can't stack tug ships)
Capture ship? - depends (if fleet leader is a capture ship - then yes - if other ship - then no) - (basically - CAN stack capture ships)
Can now "multi ship" select in Overworld (similar to how it works int actical mode - left click and hold to draw selection rectangle)
Can now issue commands to multiple ships (see above about multi ship selection)
Bug fix - attached ships not properly handled when swapping between fleet ships
By request/oversight - added "remove mapping" function to control mapping
Added "half ship maneuvering" toggle - (map the key/mouse/joy) then when toggled ship maneuvering is reduced by 50% allowing for more precision while piloting very maneuverable ships.
Work towards - overworld remote interface - ability to remotely control overworld while docked in a owned base.
Added "Owned Only" filter to asset list in Overworld mode
"Go to repair" overworld command is no longer a primary command - so other commands should resume properly (eg: patrol field)
In Overworld - selected owned objects (eg: ships/bases) will now relay their sensor readings to the Overworld map (eg: select a owned ship - you'll get its nearby ships/objects/etc as well)
Fuel mechanic - you can now order owned/hired ships to use primary/secondary burn
"Go to position" command in overworld - once completed will now result in a "hold position" command - versus immedialty deciding on another command. Allowing for greater and more consistent control over your ships.
Overworld cam - while moving time is slowed
Overworld cam - while "rectangle selecting" time is slowed
Fixed various issues with how carried asteroids appear in the overworld
Fixed various issues with fleet mode showing cargo pods and asteroids
New Ship - Tug (MU mining ship via picking up rocks)
Mining ships - that carry rocks instead of cargo pods - will now sell to bases properly
Player can manuall sell via commerce screen
Picked up rocks now have yield
Fleet ships that carry rocks - picking up/releasing rock in ship mode will properly carrying over to overworld
Fixed bug with "docking collision object" in ship mode not being properly cleaned up (leaving area of base)
Fixed bug - owned ships not being able to be "rectangle" selected (which would happen in fleet mode)
Hades and HadesB - rebalanced (and scaled up) to be heavy frigates
07-06-2017
New base added - civilian mining base
07-05-2017
Crash bug fix - related to transfering roids from ship mode to overworld mode causing a naming conflict
New pirate faction added - initialy friendly to the player and slightly more lawful than other pirate factions. Faction is overall very early and WIP.
New base added for new pirate faction.
New ships added for new pirate faction (variants of existing ships)
06-27-2017
Some ships involved in some missions will now travel at a reduced rate to better allow the player to intercept them - eg: Pirate Kill Military Transport mission - this slow rate will only happen if the ship isn't within sensors range - happy hunting.
Added a "post capture" timer - during which ships don't spawn from base (a sort of a recovery period post capture)
Work towards re-implementing the "Swich to command ship" function (from part 1) into part 2 -
Part 2 doesn't have a "command ship" - its replaced by the "main ship" (the ship that the player docks with and is located "physically" in).
By default - pressing the Home key will switch back to the main ship - whether in ship mode or tactical mode.
06-26-2017
Crash bug fix related to moving bases
Typo fix - "blocade" is now "blockade"
06-19-2017
Initial steps towards mobile bases - issue move commadn in overworld mode - similar to how issuing a move command for a ship
06-15-2017
Rework/updates/improvements to the blocade/base capture system:
Can issue a capture base command from overworld (select capture ship, right click an enemy base). Capture ship won't dock if base has defense platforms, or defense ships (unless blocaded).
Can no longer issue a dock with/trade with/shuttle commands on enemy bases
Fleet management screen (in overworld) - removing a ship from the fleet - will now select next ship versus going back to main ship
06-14-2017
Rework/updates/improvements to the blocade/base capture system:
During a blocade (see patch notes below) nearby same faction base will send a response to the blocade.
If there's no nearby base that can send help - nearby ships might come to the base's aid.
Oversight fix - "overworld nav bar" GUI element in ship mode not hiding when toggling into tactical mode
Oversight fifx - some overworld commands would incorrectly spill into ship mode when player was controling a ship (mostly occuring if the player hopped into a non-main-fleet ship)
06-12-2017
Rework/updates/improvements to the blocade/base capture system:
Introducing a "morale" type system - the lower the morale the higher the chance at additional defender deaths as well as lower chance of invaders deaths.
Blocade - triggered when all base defense ships are destroyed
When under a blocade -
Destroying defense ships lowers morale
Destroying ships nearby the blocaded base (of the same faction) lowers morale
Morale decreases periodically
Destroying a platform of a base lowers morale
Invaders fighting base crew has a small chance to lower morale
Morale will go back to 100% if not under a blocade and if enough time has passed after base crew dies (which happens when marine ships board a base)
While blocaded - a bases spawn is put on hold ("normal" traffic out of a base)
06-09-2017
5 new portraits added
06-07-2017
Added "Indie Pirates" type faction - similar to indie civilians - (a baseless faction) - using ships from other factions.
Criminal acts raise indie pirate faction score.
Faction score will tend to go towards hostile over time (unlike civilian indie which tends to go towards neutral over time)
Killing indie pirates actually increases their faction score (they are less likely to mess with you) unless they are already non-hostile.
5 new ships added (reworks from part 1) for the indie pirate faction.
Tweaks to the dialog/comms system to accomodate specific faction dialog
Player now has a "origin faction" - in terms of the main game/story it is Stub (for above dialog purpouses)
Rebalanced speed and acceleration - increasing both (more speed - but longer time to achieve spead making drift more meaningful) - goal is to make fighters a bunch faster and have larger ships be overall faster (to reduce overworld/etc travel times/etc)
Tweaked maneuverability of fighter ships - lowered extrame values to be more controllable - increased for larger ships
Made afterburners more powerfull
Increased fighter weapon ranges (due to faster speed above)
Decreased fighter speed upgrades (due to faster speed above)
05-25-2017
Various bug fixes.
05-24-2017
Mining platform added - can be built by - some - bases to produce ore (similar to energy/food platforms)
Platforms can now be "common" meaning that a pirate base can potentially build energy production platforms (previously locked to civilians).
05-05-2017
Improvements to "Far Away" nav HUD element. Bit of cleanup/polish in terms of visual presentation. Also mission objectives are now better shown (as both arrow, and object marker (eg: escort ship - will show a ship marker and then an objective arrow above it)
05-04-2017
Added "Known Objects List" to Overworld - very similar to the contacts list in tactical mode - for easier selection
05-03-2017
Fixed crash bug related to new base defense "response to attackers" code
05-02-2017
Work towards base defense ships responding to threats in the overworld -
When enemy ships are near a base - base defense ships will appear in the Overworld and respond, afterward base defense ships (if they survive) go back to the base (dissapear from the Overworld).
Base defense ships health is now saved/loaded. Ships will repair at a rate of 1.0% per second.
05-01-2017
Ship capture ships - in their "capturing" process - now considered a hostile act.
Fixed oversight in save files - causing larger than intended save files.
Fixed oversight - duplicating an illegal ship not triggering wanted timer
Fixed oversight - capturing ships and bases unlocks them in the battle editor
Fixed oversight - missing dialog when too far to autodock
04-25-2017
Base defense ship upgrades will now save
Base defense ship name changes will now save
Fixed issue with point defense turrets sometimes ignoring incoming missiles
04-24-2017
Initial steps towards - "avoid obstacles" for Overworld travel - solving the issue of escorting a transport that happily will cross paths with the sun gate - thus traveling very slowly
Crash bug - related to damage collision objects and lost parents (eg: radiation fields)
Crash bug - non-fleet capture ships docking with bases causing crashes
04-20-2017
Improvements/tweaks/etc to field leave/take over code
Pirate owned fields will attempt to spread to unowned fields
If there are no unowned fields - will attempt to take enemy fields (if a field happens to be owned by the player a check is made to test whether the player is an enemy)
Pirate bases will now send out ships to take over the nearest field - in case that base detects no fields being owned.
04-17-2017
Gate activations now cost 1k credits - if you don't have it gate will still activate
Gates now check friend or foe and won't activate for enemies or criminals
New upgrade - hack gate - will force a gate to activate, not costing money or testing for friend/foe - this is a criminal act
Tweaks to new game use code - pirate/military/bh ships might attack enemy ships while on their ways to use gates
Tweaks to mission pirate spawns - if no nearby pirate fields, will use nearest pirate base when deciding which faction of pirate to spawn
04-11-2017
Non player ships will now use gates
04-07-2017
Work towards better implementation of gates and gate travel:
Right click a gate - will use the gate without having to enter ship mode
New upgrade - "refuel in gate travel" refuels ship while in gate travel, encouraging using gates at the cost of an upgrade slot
04-06-2017
Fields can now change "ownership" - if a field is cleared, it is up for grabs - and a rival pirate faction might now own it and thus spawn ships in it.
New mission - pirate take over field
Pirate Defend field mission - tweaked to fail if no more "field owner pirate" ships (thus defense failed)
The new "time speed based on ship size" has been enhanced via taking into account the ship being followed (not just ships in player fleet)
Fixed bug related to docking at pirate bases
04-02-2017
"Object Details" is now avaiable via Tactical mode (not just overworld mode)
Work on "faction interface" - accessible in overworld mode
Gives a list of "known" factions
Clicking a faction gives info - current faction score, potential modifiers (bribes/wanted)
Bit of a description of the faction (lore/worldbuilding)
Allows the player to change how their ships behave with the faction -
Trade override - trading/mining/shuttles won't go to this faction's bases (even if friendly)
Hostile override - forces player ships to be hostile to this faction (regardless of current faction score)
Non-hostile override - forces player ships to be non-hostile to this faction (regardless of current faction score)
03-28-2017
Due to newly added military ships - we now have larger debris - allowing for the "destroy military debris" to get hard and very hard ranks added
Due to the newly added bounty hunter frigate - hard/very hard combat escort missions will now involve frigates
Due to the newly added military ships (destroyer/cruiser) - hard/very hard ship repair missions will now feature these ships
03-27-2017
At owned bases -
can no longer "trade in" a ship for another ship
can scrap ships - returns ore (not credits)
03-24-2017
New Ship - Brig- pirate light destroyer
Improved code dealing with turret yaw constraints - making it more reliable.
The Buzzard's turrets now suffer yaw constraints in line with its geometry.
03-23-2017
New Ship - Victory - military light destroyer
New Ship - Drake - bounty hunter medium frigate
Oversight fix - abilities not mappable to joystick/controller
Crash bug - related to selling fleet ship
Bug fix - escort mission - not continuing properly (wrong destination base) after escort going to repair itself
Improvements to ships escorting player ships logic.
Oversight - added "build" option in hangar/fleet/base ship GUI while docked - ships will be built to hangar
03-17-2017
Player owned bases - can now build ships - ship building costs a lot less in terms of credits - plus ore and time
When building a ship - you can see the progress in the base's hangar
When building mulitple ships - if you have energy in base's resource stock - multiple ships are build at the same time and energy is consumed
Here's how energy consumption rate works - 1st ship free
2nd ship - 3 units per second
3rd ship - 9 units per second
4th ship - 27 units per second
5th ship - 81 units per second
(yep - powers of 3)
Capped at 5 ships at a time
Added "use energy to build" toggle in base management (for both player manually built ships and defense auto builds)
Added "use ore to build" toggle in base management (for defense auto builds)
Non-player owned bases - will build defense ships (similar to player) versus them popping in on a 5 second timer (was placeholder mechanic)
Non-player owned baess - pay more credits for ship building, but don't use ore or energy
Player owned bases - will now build defense ships like non-player owned bases - but will use ore/energy based on player toggles in base management
Oversight fix - collision weapons now affect stations
03-08-2017
Player mining ships - when more than 2 mining ships mine a field - the field yield will be reduced (rate depends on the amount of mining ships). This is to encourage the player to try to obtain multiple fields, setup more efficient mining operations (using transporters to ferry the cargo) and discourage spamming mining ships.
03-07-2017
Damage dealt to player owned objects now shows up as "red pings" (versus the standard blue) to make it easier to identify player assets under attack
Player owned assets (bases/fields) - markers - are colored green
Enemy to player assets (bases/ships/etc) - markers - are colored red
Further improvements to docking AI
Added a - bBaseDefenseOverride - flag to ships - (similar flag for defense stations) - base won't build ship as a defense ship (this is for the new drill ships popping up as base defense - they aren't quite what I intended as base defense ships)
03-05-2017
Player owned objects (ships/etc) are now always "discovered" - so they show up in the overworld regardless of player distance to them.
Fixed bug/oversight - instant weapons not damaging physical shields
03-04-2017
Update to the - "Patrol Asteroid Field" (added below) - if your ships are patroling a asteroid field, and there's no enemies nearby and a mining ship finishes mining (and its not hostile to you) you get paid - so in a way there's "field ownership" - another way to make money and an encouragement to life
Player ships killing other ships in the overworld will now trigger "faction score" changes (like they do in "ship mode") - in addition if you'd get a bounty payment in "ship mode" you'll get it on overworld mode from one of your ships doing the killing blow
03-02-2017
Asteroid/Debris field - can now tell your ships to "patrol" a field. Combat ships will patrol a field - engaging any enemies that come near. Select a owned combat ship - right click a field.
Overworld Combat - adjusted projectile/missile damage calculations to include the "projectile life" - as a way of balancing with/against instant hit weapons - (as a sort of a bonus) this should reduce damage per second for most weapons thus increase time in overworld combat
Overworld Combat - bug fix - secondary weapons were taken into account in ship to ship damage - making some ships super powerful (like the Beggar ships with secondary torp launchers) - secondary weapons are meant to be overpowered so this is way imbalanced for overworld combat
Mining -
Can assign a "transport support vessel" to mining ships - basically a transport ship that will get full cargo pods from the mining ship and sell/transfer them to a base - thus increasing efficiency of mining (reducing travel time/increasing pod delivery rate). Select a owned transport ship - right click a mining ship.
Base economy - sell and buy buttons (in base management screen) now work
Sell button - spawning indie trading ships will buy cargo from player base transfering money to player base (if player base has the cargo)
Buy button - incoming indie transport ships will sell cargo to player base - taking money from player base
In case player doesn't have the cargo on hand to sell or doesn't sell the cargo (sell button not clicked) - a 10% "tax" gets added to player base funds when indie traders do business with player owned base
"Object Info" screen will now show base credits - if player owned base
Fleet repair ships - if not repairing another ship and if not set to "DO NOT ENGAGE" will look for ships to repair - that are part of their fleet
--- Work toward larger ships not taking so long to move from point A to point B --
We have "time compression" -
Wen biggest ship in fleet is a:
Corvette - time compression is multiplied by - 1.5
Frigate - time compression is multiplied by - 2.0
Destroyer - time compression is multiplied by - 3.0
Cruiser and above - time compression is multiplied by - 5.0
So while this doesn't increase the speed of the above ships - it cuts down on the player travel time going from point A to point B (if player not moving - no multiplier is set)
--- Work toward larger ships not taking so long to move from point A to point B --
Bit of polish - added "next -- space key" and "exit dialog - escape key" texts for new players struggling to find the big giant button that does the similar.
02-23-2017
Oversight/bug fix - command mode/turret control causing issues with turret auto logic
Improvements to "dynamic" camera to improve the "snap back" type issues.
Not realy a bug fix:
Capped angular velocity due to weapon impacts (less realistic - but more managable spin caused by weapons fire)
Capped linear veloicty on weapon pushes - was capped per hit - but now is capped from adding up.
02-22-2017
Tweak to make the new Tytus mining ship available for hire
Tweak to Gremlin - added turret mount to accomodate defensive turret upgrade
New Ship - (variant of Tytus mining ship) - Tytus2P - mining ship capable of carrying two cargo pods
02-21-2017
Fixed issues with projectiles having a hard time hitting missiles
The Hades and HadesB are now medium frigates (bit more health and pricier)
Roals and Lancer - more health
New Ship - Tytus - light frigate (mining drill ship)
New Ship - TytusC - combat variant of the above (look for it in black market bases)
Black market ship prices tweak - when selling a "modified for black market" ship - price isn't multiplied by 1.5 like selling a military ship (for example)
02-19-2017
New Ship - Pallas - TSF light cruiser (variant of the Triton)
Mark 13 - is now a light cruiser
02-17-2017
New ship - Gremlin - civilian light fighter (next step up from the Hornet)
The Brick is now an entry level heavy fighter
The Pug is tweaked - gone are the fixed guns and an additional turret added - linking to the other turrets - making it a turreted heavy fighter.
02-16-2017
Fixed bug with mouse over text not updating properly on ship changes in Overworld mode
Priam - size increased by 25%, class upgraded to medium (from light), stats changed a bit, swapped out civilian turrets for BH turrets (including a new heavy BH turret)
Mark13 - tweaked stats and turrets
New ship - Triton - TSF cruiser
Oversight/bug fix - "passive" shields reduce damage properly (in the case of damage value being higher than the shield health, the remainder of the damage wasn't calculated thus wouldn't damage the health)
Oversight fix - Ton wasn't properly scripted to attack larger ships
New ship - TonG - variant of the Ton with medium projectile guns
02-02-2017
The "supply/request" checkboxes in player owned bases now work
The "supply" base will spawn indie transport ships with player cargo pods - these transports will go to player owned bases with the "request" checkbox checked. This costs 500 credits per cargo pod.
Using this you can (for example) move cargo from a ore producer base to a ore consumer base - creating bigger profits.
In the future resources will be used for ship/platform production - so this feautre will also help in supplying bases with appropriate resources.
Indie transports will only do this is you aren't hostile to indies.
Oversight/bug fix - when entering ship mode - cargo pods didn't always have the proper faction (in case of stolen or non matching to carrying ship faction pods)
02-01-2017
Base capture/ownership/siege/blockade -
Concept of "blockade" - mostly accomplished via a "blockade timer"
Increased when defensive ships, platforms and/or crew are destroyed/killed
While this timer is running -
A base won't re-build defenders (ships, platforms and crew) - giving the player time to capture bases a bit more efficiently or hurting the player's base defense efforts (future when AI attacks player bases)
Base doesn't produce resources
Base doesn't consume resources (thus doesn't generate funds off of them)
Indie factions are much less likely to trade with base (hurting its economy)
When this timer is running and there are no nearby enemy ships - timer runs out three times quicker
01-31-2017
New faction/type -
Indie - independent civilian faction - to facilitate trade/economy/life while the player conquers the known world. Faction will mine/trade/etc with all other "non-insane" factions.
"Non-insane" includes pirate factions - indie ships might originate and travel/trade with pirate bases - though much less often than legal destinations.
If the player is hostile to this faction normal effects take place (reduced faction score) but also a timer is set. Once this timer runs out - the faction score will begin moving towards neutral without player intervention. Basically this faction forgets aggression over time - from the player.
New Ship - The Bear - MU frigate (for VD1 players - The Bear is back!)
01-24-2017
Base ownership -
Added GUI/interface to manage remote owned bases (not just current docked base).
Prep for enhanced "base economy" management
01-22-2017
Petra is back (new MU base)
Base ownership -
Initial steps towards letting player build own defensive and production platforms - bases would auto build (if checkbox selected) defensive platforms - player can now chose which platform to build from list
01-19-2017
Illegal upgrades added - only available at black market, pirate and player owned bases
Captured ships now have a "captured" flag - ships with this flag can't be upgraded
To remove the captured flag - an new "illegal" upgrade is available to repair/refit the ship
Added "crew killer" ammo - has chance of lowering "capture resistance" rating
Added upgrade for most fighters/gunships - replaces standard ammo with crew killer ammo - this is an illegal upgrade
01-18-2017
Improvements to "breach ships" capturing smaller-ish ships or penetrating through ships causing issues with transfering capture troops over
Improvement to capture ship AI - approach timer added (should cut down on "always approaching" issues)
Oversight fix - captured ships keeping "hostile to player faction" flag after being captured (would cause annoyance of trying to switch to overworld but being told an enemy is nearby)
Oversight fix - not being able to purchase ships not normally sold - even though you now own that base (eg: military ships not being sold even after capturing a military base)
Bug fix - duplicating ships in captured bases that should be able to be duplicated
Oversight/bug fix - base defense ships didn't have upgrades (and/or attached ships) - still issues remain - won't save/load
01-17-2017
Fixed crash bug related to moving elements and tactical classic mode
Oversight fix - can no longer quick save in "ship mode" - saving is only permitted in overworld mode or while docked
01-16-2017
Work towards improving (sometimes) slow performance in Overworld mode - due to rendering too many objects:
Objects will be hidden at "far distances"
Exceptions - the sun and sun gate (for - where is the center of the map - type orientation)- and ships
If the object is discovered:
You can still "volume" select an object (even though you might not see it), "mouse overing" will show the object, selecting will also show the object
--
Asteroid field ship mass - pirate and bounty hunter patrols when finished have a 50/50 chance of returning to base as their next command - this should reduce huge pirate ship buildups in asteroid fields
01-15-2017
Linked Gates added - allow fast travel between a gate and its partner (another linked gate)
How to use - -----
Fly close to a linked gate (linked gates have a line from it to its partner)
Target the gate
Open up comms - SHIFT + C - if everything is ok - gate will activate
Fly into the gate
During gate travel - -----
Sensors are disabled
Can't issue other commands
Can't switch to ship mode until exit gate travel
Can't be forced out of overworld mode by hostile ships or nearby objects
01-12-2017
Fixed bug with max fuel not calculating properly (should be based on largest "fuel" ship)
Tweaked ship speed upgrades for larger ships (increased effectiveness)
2 new ships (1 new and 1 variant) - TSF gunship
01-10-2017
Re-fuel platforms added - fly close to them to begin refueling
Refueling costs 150 credits per unit of fuel
Because of the addition of more platform types - repair and refuel platforms have new icons in overworld
Lowered "force ship mode range" for repair and refuel platforms (should make the refueling/repair process a bit faster)
01-06-2017
Bases will now build defensive platforms (current max - 6) - if they have enough credits
Resource producing platforms added - gradually create a resource
If a base has enough money - it will build a resource producing platform - they will add to the bases resource stock
Two new platforms - energy and food production (variant models of Demeter and Sulis bases)
01-02-2017
Fixed bug with overworld movement speed calculation
Fixed "wrong faction" duplicate ship bug in owned bases
Fixed crash bug - duplicate a base defense ship in a owned base
Fixed bug which caused too many ships in asteroid fields
Oversight - physical attachments now show in Tactical "classic" mode
Oversight - physical attachments now show in hangar
Oversight - can no longer comms with drones
Oversight - can no longer demand money from military
Older patch notes available below.
Added checkboxes that allow the player to control whether a owned base spends credits towards its defense
Crash bug fix - relating to bases launching ships
Oversight fix - selecting a (friendly) ship in tactical mode now allows you to use its installed active upgrades
Crash bug fix - related to double clicking on a ship in tactical mode
Bug fix - unable to re-set difficulty back to "default"
Glitch fix - camera light issues in Overworld
Tweak - hired mining ships will resume following the player in ship mode once they are done mining (they would resume following in Overworld mode so this was a bit confusing)
Crash bug fix - wanted timer expiring while having a non-enemy attacker who was killed prior
Improvements to "physical attachments" (example - physical shields on a grim) - bit better handling which should smoothen some issues - especially when undocking from a base
12-22-2016
Work towards base capture/ownership/economy:
Bases now have "inventory" of resources - for ("can't break economy" reasons these are considered "surplus resources")
Trading ships (player and NPC) affect "inventory" of resources
Bases produce resources (eg: a mining base producing ore, a food base producing food) - current rate is 1k per 1 minute.
Bases now have their own "credits"
Bases now "consume" resources (eg: a food producing base tends to consume energy) - current 1k per minute - consuming resources gives credits to a base
Trading with a base affects credits (buying resources increases em)
Doing misisons affects credits (reward for missions will also be given to base (not just player))
Bounty hunter faction ships - killing pirates - affects credits
Pirate faction ships - getting ransom - affects credits
Bases will now buy new defense ships using credits
Can capture bases - changing their faction to player faction
Bases now have "defense crew"
If bases have enough credits - defense crew goes up (there is a max) - else it goes down (there is a minimum)
Ships now have a "boarding crew" - used with base capture ships
Captured/owned bases:
Can be renamed
Player can take credits from base
Player can give credits to a base (25% of current credits per click)
Player can convert resources into credits (aka sell them quickly at a cheap price)
Player can transfer resources (if there is a surplus - or to create a surplus)
Player can auto dock with owned bases
Hangar/Fleet section - now has added "Base Defense Ships" section - with similar functions as Hangar/Fleet - eg: switch to, convert ships - in this way player can manually add/remove base defense ships and upgrade
12-12-2016
Various ships added - including
1 new heavy corvette (with 2 variants including one with capture ships attached)
1 variant of a light frigate with capture ships attacked
3 base capture ships added (base capture variants of existing ships)
12-02-2016
2 new ships (1 new and 1 variant) for the Beggar pirate faction
New faction type - Black market - sells ships not normally avaiable or illegal
New faction - Shadow Traders - a black market faction (no ships of their own - currently no missions though that might change)
2 new bases of the Shadow Traders
Black Market ship list is randomly generated every few minutes
Black Marker ships cost double their normal price
It is a crime to buy a Black Market ship (non kill-on-sight level)
Added version check mechanism that will allow for upadting the "default" overworld with player saved games. Meaning that players won't have to re-start to see new content such as bases.
11-29-2016
Fixed crash bug related to a ship/object being destroyed in Overworld mode while the "overworld cam" had focus on it
Fixed crash bug dealing with auto docking from far away - crash would happen on undock
Added distance check on auto dock - have to be within "gravity field distance" to auto dock
Fixed bug where entering the "fleet" screen in overworld would still show gates
Can no longer buy ship capture and capture ships - as your main ship.
These ships must be bought to fleet. This is to avoid issue of player losing their main ship during capturing of another ship/base.
11-21-2016
Crash bug - clearing attack orders would sometimes result in a crash (eg: demanding ransom sometimes clears attack orders)
Crash bug - using mouse key to toggle overworld mode
Moving base production/consumption code from "ship" to "overworld"
Cleanup of some old code and GUI in tactical mode - eg: research/shipyard/base (some of these might exit in other spots, some of these are simply not relevant to VD2)
11-14-2016
Crash bug fix - toggling "do not engage" posture for ships in formation
Various issues fixed relating to new capture system.
Fixed bug with active ability "gravity drive trigger" allowing unlimited super fast acceleration.
11-13-2016
Various issues fixed relating to new capture system.
11-11-2016
Work on capture system:
Added four new ships (1 variant of old, 2 new - with one variant3) - ships capable/related to capturing of other ships
Added a "ship capture ship" type in the game engine.
Ships now have a "capture resistance rating" - depends on ship class/size (bigger ship - bigger resistance rating)
Ships now have a "capture rating" (ship capture ships only)
When ship capture ships attempt - capture - resistance rating is lowered
AI/logic/etc for ships capturing other ships - via collisions.
Improvements to "sticky" collision weapons (ship capture ships make physical contact with the ship they are attempting to capture)
"Attached ships" (eg: Fury fighters on the Cutter corvette) are more "persistent/implemented" now. When destroyed in ship mode, won't be automatically re-created on next overworld/ship toggle. Instead they will be replenished on next dock. This might be changed/improved in the future - for example giving the player a choice of what ship to attach, and potentially costing money in the future to replenish these ships.
The above was looked/improved/changed at due to one of the new capture ships using attached ships.
Found and fixed some potential issues with fleet ships and their cargo pods, roids (were not being removed properly on destruction in "ship" mode)
Fixed bug relating to roid carrying ships being able to pick up any roid no matter the size.
11-02-2016
Toggling Overworld mode (from ship mode) - when within the "gravity field/area" of an object (eg: a base) - will now trigger the gravity drive (thus boosting forward speed) then toggle overworld mode when player ship is outside of the "gravity field/area" - thus eliminating a lot of "downtime" when wanting to enter overworld mode.
10-31-2016
Added "Auto Dock" option in comms. Will work if can normally dock with base and mission rank is greater or equal to 5. This is to reduce the "downtime" of having to manually dock with the base as the game progresses. To open up comms with a base - target a base hten SHIFT + C by default.
Further improvements to zoom - improved at big distances (greater starting speed)
10-28-2016
Improvements to "Hangar/Fleet" management GUI in docked - keeping spot after duplicating/selling/transfering/switching to hangar/fleet ship(s)
10-27-2016
Improved zoom - more responsive/intuitive
10-25-2016
Changed the way "selection" works in Overworld mode. When mas selecting - ships are always prioritized. For longer distances - larger ships are prioritized (eg: a transport ship with escorts, the transport ship is selected versus the escorts - which you might not even see due to distance/zoom).
Changed the way "time compression/dilation" works in Overworld mode - is now instant on/off.
Changed the previous change of "time freeze" time is now never frozen - but will auto slow on issuing move orders and other criteria.
Added "Auto Focus" and "Auto Slow" as checkboxes for selecting an object - giving the player a way to control this new functionality
Added - primary burn - toggle as mappable key/mouse - default S
Added - secondary burn - toggle as mappable key/mouse - default W
Added keymap/function to focus on an object (either selected or mouse over) - default F
Added section to control mapping related to Overworld mode
10-24-2016
Improvement to switching into ship mode with a fleet - organized and setup a bit better to avoid "super collision" type event.
In Overworld - when "time frozen" (as in non-player object selected or command start) - disabled use of "time dilation" whether via checkbox or via mapped key (since it doesn't take effect during "time frozen")
Overworld/Ship mode:
Ship groups are now preserved
Ship posture is now preserved (eg: Engage/Search And Destroy)
Ship weapon hold setting is now preserved
Watched objects are now preserved
Formation leader is preserved
Formation type is preserved
10-21-2016
Crash bug fix - killing pirate ship "sent" from a pirate base
10-20-2016
Stability improvements related to Steam achievements and stats
10-19-2016
Overworld and Overworld Fleet improvements:
Selecting an object focuses the camera to that object and freezes time.
Initiating a move command - "freezes" the overworld - giving the player time to plot the path.
Reworked GUIs to better suit the screens (Overworld and Overworld Fleet)
When showing fleet ships - they appear like they do in "ship mode" for easier identification
Can change your "main ship" to a fleet ship while in Overworld (Overworld Fleet screen) - based on a few criteria - for example, not being currently targeted by enemies, not either ship being low on health and not mission requiring a faction ship (if new ship is incompatible)
Added restrictions on purchasing/trading/swapping (from hangar) a ship incompatible with a mission faction ship restriction.
Various other little tweaks.
New active upgrade - tractor beam
10-15-2016
New mission added - Destroy Smuggler Cache (military faction mission)
Picking up certain cargo pods is now a crime (eg: civilian faction/military faction cargo pods) - just increases wanted timer, doesn't increas wanted level.
10-14-2016
New mission added - Mining Escort (civilian faction mission)
Some upgrades are now "common" - so will be on NPC ships. For example - the Hornet will usually have its turret, etc.
The Herc and Pluto now have defense turrets.
10-13-2016
New mission added - Defend Asteroid field (pirate faction mission)
Fixed bug with incorrect recharge when an active ability was turned off early
Fixed some potential instability with defense ships and defense platforms owned by bases and platforms - also fixes a crash bug with loading (after a defense platform or ship has been destroyed)
Defend base mission - a bit reworked to make the mission longer - and probably tougher
10-11-2016
Fixed bug with mining in overworld mode - would instantly fill up a cargo pod thus wouldn't factor in asteroid yield (bug introduced via steal cargo pod mission)
The Perez MS has its secondary now.
Ships popping in and out of overworld mode - shoudl be improved (using better logic on enter/exit ranges)
Improvements to distress signal system (helping with/preventing clumps):
Larger ships won't escort smaller ships
Ships that are escorting/in formation with other ships - won't send out distress signal
Depending on the type of distress signal - less ships will escort (eg: just a repair signal versus under attack signal
Some bugs related to music fixed.
Repair ship bug - would think its "stuck on an object" prompting "move away from stuck on object" ai - but in the Mosquito's case - being stuck on what its repairing is intended.
Improvement to "ship purchase screen" - when toggling info will compare stats of potential new ship to current ship
Pug's rail gun turret upgrade - no longer costs a primary slot
10-09-2016
New mission added - Combat Scout
10-08-2016
Due to ships now following "closer" in overworld mode - when ships are "in close range" to what htey are following/escorting/in formation with - their "class markers" will be dimmed to more easily see what they are escorting.
Unintended "friendly fire" shouldn't have as harsh/hostile punishment
Looting pirate transport ships - should now get some escorts.
Added "Duplicate" hangar/fleet ship button for easier fleet management, no need to buy a new ship then customize - can just "duplicate" (still takes money) an existing ship
10-07-2016
New mission added to the civilian faction - Repair ship
Can now hire repair ships.
The Intrepid has its missile launchers back.
The Lancer has its torpedo and missile launchers back.
Fixed crash bug - on player death while owned/hired ships repairing object
10-06-2016
New mission added to the pirate faction - Steal Cargo Pod
Clear field - moved to Bounty Hunter faction - bit better fit there
Improvements to various missions - better "hostile" triggers so that intended enemies are enemies
Added secondaries to some Beggar fighters.
Overworld - fuel system:
What's the deal? A way to speed up slow moving ships (or any ship)
Why? The game isn't about long journeys - and sooner or later everyone will have a large ship.
How? "Primary/Secondary burn" buttons added, toggle them to increase speed while in overworld, at the cost of fuel.
Fuel is replenished on dock.
Player fleet now has a "speed" - which isn't linked to the current ship - but the slowest of the ships in the fleet. The fuel system above is meant to help with this - at the cost of fuel.
10-05-2016
Mining ship improvements - if "mining" in overworld mode - closer position to roid for mining ships on enter ship mode
Added check for larger mining ships - to search for equally large roids (otherwise their weapons might miss their target)
Added option to reduce/eliminate the "mouse return to deadzone" effect in mouse flight.
10-04-2016
Crash bug fix and stability improvements to multiple "destroy old platform" mission - also affects other missions with similar "find a spot" mechanism.
Improvements to some mission cleanup - if cancelled by player. Certain spawned objects won't save - thus eventually going away.
New mission added - Combat Escort (Bounty Hunter mission)
Improvements to escort missions:
Closer ship position on enter ship mode to escorted/followed/in formation ship
Forced switch to ship mode when near escort's dock destination
No longer 100% neccessary to wait for escort to dock - now has a distance check based on - "close enough" (no enemies present)
10-03-2016
Bug to - convert to fleet resulting in ships with 0 health (legacy save issue)
Bug/issue fixes to wanted timer expiring effect
Tiny tweaks/improvements to renaming - ENTER key works now
10-02-2016
Added convert a upgrade slot - to another type of upgrade slow - eg: primary to active, active to primary.
"Auto repair" toggle added for player main ship
Can rename "main ship"
Begining of "fleet management" in docked:
While "Docked" in "Hangar screen"
Can sell fleet ship(s)
Can repair fleet ship(s)
Added "auto repair" for fleet toggle
Can change from fleet ship to main ship
Can rename fleet ships
Added list of ship upgrades - that the ship has in hangar or fleet
Fixed tiny bug where cargo pods didn't have their owner set properly (allowing selection in overworld anomalies)
Fixed some issues with transport ships and repair platforms (not using them correctly)
Modding paths were goofed up.
Pug rail gun turret upgrade - fixed typo and added more weapon push
9-29-2016
Two new active abilities -
Azu's Gambit - a taunt ability - enemy ships focus fire on ability activator
Rapid repair - stuck in one spot, engines disabled, take more damage - repair much faster
Oversight - some duplicate missions were able to be accepted (eg: two clear same asteroid field missions)
Bug fix - hired ships reacting to your wanted level (might not be 100% fixed in every area)
Bug fixed with docking while in tactical mode resulting in "defeat"
Crash bug fixed docking while in tactical
In ship mode - player fleet ships can now dock with bases - will be added into the hangar (dock either via tac or manual flight by player)
New Ship - Taurus MK2 - Light Gunship
9-28-2016
Bunch of improvements to cargo pods and overworld/ship mode - can now have one of your transport ships (works for hired ships and mining ships) pick up a pod in overworld.
Dead ships in overworld will now drop cargo pods (how wasn't this already in game?)
Fixed issue where cargo pods dropped from ships weren't showing up in the overworld
Little improvements to launching pods in ship mode (launching ship won't immediatly re-pick it up)
Fixed visual glitch - cargopods/roids not showing up properly in fleet view
Fleet ships weren't launching cargo pods properly.
Tiny fix to prevent picking up roid chunks while launching a pod (resulting in anomalies)
9-27-2016
Trading level - only increases when using own ships (doesn't increase on selling cargo via hired ships) - this is to prevent hiring tons of shisp and getting tons of money supre fast, super early. I want you to earn money fast if you are skilled - but not quite this fast and early. Trading level still applies when selling cargo - even with hired ships - just doesn't increase when selling via hired ships.
Hired/Owned/Radar color changse:
Hired - yellow (Ship radar and overworld ship class marker)
Owned - green (Ship radar and overworld ship class marker)
Other - blue (Ship radar)
Enemy - red (Ship radar)
Improvements to fleet management (wip)
Fleet interface/gui in Overworld mode improvements:
Removed the "Dismiss from fleet" button.
Replaced with "Go to primary hangar" - ship docks with base and is now in its hangar.
Primary hangar - is the "default" hangar that's selected by the player.
While docked - click the "Hangar" button then make sure the checkbox is checked.
When the mouse cursor is over a base - base will now show is it is the primary hangar and if how many ships it has docked (if more than 1).
Improved the "mouse" over command gui for selected/owned ships.
Non transport ships (combat ships, mining ships, etc) - if selected and right clicking on a base - will dock with that base and be in the hangar.
Selecting a hired/owned ship - then right clicking on a repair platform - ship will go and repair itself using it (player pays).
Selecing hired ship then right clicking on a base - will dismiss the hired ship (unless it has cargo pods).
Fixed crash bug issuing CTRL + R (repair) command to the repair ship itself.
9-26-2016
Crash bug fix dealing with RLA and the sun, also bug fixed of sun not emitting light properly with RLA.
Crash bug with dealing with free for all missions, and some bug fixes relating to these.
Improvements to distress signals:
Put a limit on the number of ships helping (you or other ships) during distress signals - its above how many ships attack you, but not infinite like before
Fixed an issue where a ship's orders were to go to a base, but it was docked to it already.
Military ships will do basic checks to see if ship is really distressed (has attackers) - so player can't exploit as easily
After responding to distress signals - military ships will occasionally check to see if ship is still distressed - and potentially leave if ship is now ok
Distressed ships would sometimes dock - but still keep the signal up causing pile ups - changed code to prevent this.
Undock cutscene won't play when there are enemies nearby - still a bit WIP in terms of undocking and visual polish (one frame renders out of place - so there's a bit of an visual anomaly)
Fixed issue with adding an additional upgrade slot, adding another upgrade then removing the upgrade slot. By not allowing the removal of upgrade slots - these are pernament changes to a ship (makes sense no?)
By request: Added button to Options menu - Keyboard - Disable modifiers
Issues of switching ships between large/small small/large ships in hangar should be fixed/improved
If has cargo pod(s) in current ship in hangar - GUI will now force player to sell it before switching ships. Same issue with purchase new or trade in - must clean up old ship.
9-25-2016
New active upgrade - gravity drive trigger - rapid acceleration and rapid stop - short duration
Fixes to Pluto mining (and overall improvements to mining ships with tractor beams)
Fixed bug - multiple cargo pods weren't being saved (implemented saving before ships had this capability)
Fixed bug dealing with hiring a ship, then immediatley dismissing them (wouldn't return money as it should - now does)
Fixed bug with "persisten" upgrades (aka skyboxes) not moving over from ship to ship.
Added "Super Hornet" - a modified/variant of the Hornet to purchase at the Olympus base (mainly to give that base something to sell, and potentially if players have a slow ship, but want to check out a race)
With the new added weapon upgrades - decided to add a way to get additional upgrade slots - but at a high price (reletive to ship cost)
Added a "trade in" button to ship purchase - I would always sell upgrades if I was close to affording another ship - but you guys would buy a cheap ship (Mosquito) then sell docked, then buy new ship - then sell Mosquito - pretty clever! But trade in button much easier for everyone :)
Tweak to achievements/stats - to help potential instability (uploading stats to Steam less often)
9-24-2016
Decided to do something fun to end the day - added weapons upgrades - ammo capacity booster and re-fire rate booster. Enjoy. (Saw players looking at sad empty weapons upgrade screen).
Added basic upgrades of frigate class ships (nothing much exciting just trying to keep up with you guys)
Polish regarding ship switch GUI
Crash bug fixed relating to ship switch GUI
Added ability to re-map for overworld mode key/mouse/joy (oversight)
Added ability to re-map for cockpit camera key/mouse/joy (oversight)
Added quick save in docked (F8 - for consistency)
Slight text tweaks to highlight secondary weapons when buying a ship - so that you guys are more aware of the fun/awesome stuff. Looking at YouTube vids you guys seem to be missing these more than I'd like.
Bug fix for achievements - credits earned / kill count
Tweaked code that detects FSAA settings - to lower it on first run, to help some potential performance issues on older systems/cards.
Seperated out the skyboxes - so in case you don't like skybox 1 in a package of 5, you can pick and chose the one you do like.
New ship for purchase (variant of the Perez military fighter) - added to the military faction for sale (as to avoid the "huh.. can't buy a ship here" type sitution at military factions plus to give players wanting the Perez something to have before getting the real thing). This variant is a bit less powerful for balance.
Bug/issue with kill count achievement should be fixed.
9-23-2016
Issues related to very large ships (Frigates) - docking and undocking (docking with a base - as a large ship - target base SHIFT + C to open comms then "request docking permission" ship will "auto dock", this might change in the future, but for now enjoy.
Crash bug of swapping from very large ship to very small ship in hangar
---- Morning patch below ---
Fixed bug related to defend base mission - when its completed but "failed" - preventing ships from docking.
Fixed bug relating to owned mining ships - when part of fleet, not keeping their cargo pods.
Tweaked when players get bounty credits on kills:
if does 25% damage - gets bounty (no change from before)
if got last hit - must have done at least 5% damage to get bounty (prior - if last hit - got bounty)
By request - added gui message to overworld when game is saved
Fixed crash bug - Tweaked begining mission to compensate for players who like random desctruction (if they destroy the cargo pod)
Tiny polishes/tweaks/fixes to overworld fleet gui (temporary gui)
9-22-2016
Adjusted debris speed - scaling on mission difficulty (lowered speed)
Fix for "can't map" controller pitch axis bug.
Crash bug fixed related to - Tutorials and undocking.
Bug fixed - ships from tutorials would appear in the "real world"
Fix to some potential timing anomalies with missions.
Last touches before EA launch. Avoiding anything major to ensure stability (wouldn't want to introduce last minute bugs).
9-21-2016
Last touches before EA launch. Avoiding anything major to ensure stability (wouldn't want to introduce last minute bugs).
9-17-2016
Polish towards early access.
Fixed a bug with bounty hunter mission markers (when not accepted)
Fixed issues and added protection against "command redundancies" - eg: ship following a ship that is following it (causing a loop), and ships coming to the aid of a distressed ship - that is itself (causing a loop)
Annoying "ships hopping around strangely" bug should be fixed (you might have seen this one in a vid)
Time compression "checkbox" not working when clicked (you might have seen this one in a vid)
9-11-2016
Improvements to formula calculating positions/distances between ship mode and overworld mode - should fix some "ships jumping in and out" bugs.
Fixed crash bug - selecting object about to be returned to overworld - not being cleaned up properly.
9-09-2016
Two new ships added to the civilian faction (new transport ship variants)
9-08-2016
Polish towards early access, various fixes/tweaks/oversights
Beam weapons hitting own shields
Courier/Escort missions payment changes (reductions)
Coureir/Escort missions - tweaks to longer missions - multiple attack waves
9-02-2016
Polish towards early access, various fixes/tweaks/oversights
Work on unlock handler - integrate with sandbox/etc - eg: if purchase ship then ship is unlocked for use in simulator.
8-30-2016
New upgrade - boosts afterburner capacity
New upgrade - boosts maneuvering
New upgrade - lowers "time till cruise" (boosts rate of acceleration)
8-29-2016
Work on various secondary weapons including - tractor beam - to make it more usable as a secondary weapon.
8-27-2016
Adding secondary weapons to ships where possible.
8-21-2016
New gunship added (variant of small mining ship below).
New corvette added to the rock guys faction.
8-19-2016
New base asset for "games" faction.
New transport ship added to the mining faction.
New small mining ship added to the mining faction.
Various bugs, tweaks and fixes - results of testing.
8-15-2016
New ship added - medium fighter to rock guys faction.
Various bugs, crashes, tweaks and fixes - results of testing.
8-09-2016
Neutral faction/territory support for "games" faction.
New base model added for "games" faction.
Fixed crash bug when canceling "mission location" type missions.
More work on free for all mission
8-05-2016
Free for all (arena mission) added.
8-04-2016
One versus (arena missions) added.
8-01-2016
1 race track (mission) added.
7-30-2016
More work on race tracks.
Some missions have capped difficulty (eg: courier mission - won't go beyond medium).
7-29-2016
1 race track (mission) added.
7-28-2016
1 race track (mission) added.
7-25-2016
Work towards race track missions.
7-21-2016
Two new ships added to a pirate faction - one variant and one newish variant.
Work on new faction - "games" type races, tournaments, etc).
7-21-2016
More work on asteroid fields.
7-19-2016
Fixed some issues with compliments and player appeasment of hostilities.
7-16-2016
Begining of "Wanted system" - initial steps
Certain player actions increase "wanted timer"
EG: killing civilians, killing military, asking for ransom/cargo, doing missions for pirates, buying pirate ships.
Wanted timer will alter military and bounty hunter ship reactions - military ships will engage, bh ships might come looking for player.
When wanted player can dock with pirate bases (assuming that they are non-hostile).
Wanted level has a sort of a "severity/kill count" - the higher the count the more aggressive the military will be and the more likely a chance of a bh attack.
7-15-2016
Fixed bug that prevented bounty hunter ships from spawning in civilian bases.
Added BH ships spawning from their own bases for patrols - including larger ships with escorts.
Tweaked BH ships patrol routes - prefer nearby fields with low pirate presence (they aren't suicidal).
7-13-2016
New ship added to the "Beggar" faction - gunship class
The Vulture gunship of the "Beggar" faction is now a heavy fighter (gunship slot replaced by the new ship above).
7-12-2016
More asteroid field work -
When "large" asteroid fields are full of pirate ships (spawn counts) they'll travel to other "smaller" fields - sometimes causing battles between rival pirate groups.
When these ships travel - care has been taken so that larger ships have escorts - leading to more interesting battles.
7-11-2016
Asteroid fields now have "average yield" which will make some more valuable than others.
Tweaks to asteroid fields, their positions, new ones added to be safer but less profitable choices (for earlier game).
7-10-2016
Player can now chose different skyboxes (aka star fields/aka backgrounds) as an "upgrade."
7-08-2016
Demo - Fixed crash bug with the new "object details" screen
Similar work on mining ships - making them viable for the player to use, level ups, and general polish.
7-07-2016
Trading ship "levels up" - which increases sell cargo profit (based on total profit made)
Trading level increases sell price - but only if profit is made (to prevent exploitation)
Player also levels up in simiar mechanism (including via hired transport ships and in fleet ships)
Shuttle ships - now earn money for player if given the shuttle command. Will then ferry passangers between bases. Goal is for steady income - with minor bonus for level ups.
7-06-2016
Work on "player economy" - trading ships (previous implementation was buggy/barely there).
Trading ships will buy and sell resources on their own, attempting max profit and "unbroken" trading loops.
Trading ships will level up - making more profit on runs the higher the level (a nice way of me keeping resource prices down, but more quickly having the player recoup the cost of a trading ship).
When docked trading ships will repair.
When docked - escort ships will wait for the ship to relaunch, then resume the escort.
7-04-2016
Added 4 new ships for the "Rock Guys" faction (2 ships + 2 variants)
7-03-2016
Added 3 missions to the pirate faction.
6-30-2016
Demo - Fixed issue with exiting a game, then starting a new game and the initial mission not triggering.
Enemy/Friendly logic improved (turrets were not firing on player, after player was hostile)
6-29-2016
Added mission to pirate faction.
2 new base approach music tracks.
Demo - Replaced Sun Gate model.
Demo - Fixed crash bug with loading a saved game.
6-27-2016
Demo - Minor gui tweaks/improvements/etc
Demo - Removing upgrades gives 50% cost back
Demo - Tweaks to how the background is rendered - adjustment to offset some brightness caused by another layer of the rendering process.
6-26-2016
Demo - Fixed unintended issue - accepting more than one courier mission to the same destination (causing potential difficulty spike for what should be an easy mission)
Demo - Added "where am I" plus some other helpful text on the docked screen
Demo - Added "Object Details" screen to overworld - select an object, then click on the little "?" button to see object in 3D, its name, faction and relevant info (eg: ship health, or how many of your ships are in the hangar) and description text.
6-23-2016
Demo - Base defense ships "randomly exploding" bug should be fixed.
Added mission to the bounty hunter faction.
Added - "bounty hunter" announcement comms and response
Demo - Improved hired ships - contributing towards "player faction damage" to objects (for bounty, kill missions and faction score changes)
Added mission to mining faction.