Void Destroyer 2

Void Destroyer 2

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chaosavy  [developer] Jun 23, 2016 @ 8:23am
Patch Notes - Last Updated 06-28-2022
Current Goals - Check out - Polish/Enhancements To Do List - https://steamcommunity.com/app/369530/discussions/0/2442588302210285070/

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6-28-2022
Bug fix related to modded upkeep calculations.
Few stability fixes.

2-09-2022
Bug fix - capturing a base defense ship would result in it disappearing after capture

Various minor fixes/tweaks/polishes from working on new project.

3-24-2021

Polish to overworld/tactical cam - can rotate cam while the camera is moving to focus in on an object

Polish to control mapping - can map modifiers to mouse clicks - EG: SHIFT + LEFT CLICK

Polish to overworld mode - using wasd or moving mouse to screen extends to move overworld camera will unlock from the main ship (if locked) - working the same way as it works with other locked objects.

3-15-2021 (The Ides of March!)

Polish to dynamic camera in chase close and chase far modes.
Oversight fix - re-setting mouse position when in mouse maneuver mode when switching view modes.

1-23-2021

Improved the save/load game screens - when you had many saved game files this screen would lag as the date stamp was read. (Getting back to work and this was a "easy" thing to do to get back into the grove)

1-13-2021
Bug fix - clear field missions auto completing.

9-11-2020
Some minor-ish bug fixes.

9-08-2020
Ashes DLC released. Contains various changes in the main game to support it.

8-23-2020
Crash bug fix.

7-16-2020

Bunch of small bug fixes.

New upgrade - fuel efficiency. Reduces the rate at which fuel is burned when using primary/secondary burn in overworld mode.

6-22-2020
Polish - the trade ships interface now features a way to toggle trade ships using primary/secondary burns on their trade runs (before - players would micro manage this and baby sit it to ensure it was toggled to speed up trade runs).


6-18-2020
Polish - added a time compression control - giving the player the option to speed up time to 2, 4, 6 or 8 times the normal rate - while in overworld mode. Because I didn't want new players to have access to this right off the bat, this is a costly upgrade (available while docked where other ship upgrades are located)

6-17-2020

Polish - added a "resupply lost fleet ships" check box. Checking this (it's next to the fleet leader checkbox) will enable the resupply lost ships mechanic.

How this works - if enabled, fleet ships lost during combat will be sent from a base's hangar to the fleet leader. This requires that there is a ship in the base's hangar to be sent.

EG: your transport ship is a fleet leader and has a Anubis corvette as it's fleet ship. During it's trade runs the Anubis is destroyed. You have the resupply lost ships enabled - so bases will be checked if they have another Anubis in their hangars to be sent to the transport ship.

6-12-2020

Polish - hud comms will show the name of the object communicating, whether it is player owned or hired - or it's faction and whether it is hostile.

6-11-2020

Polish - better UI visual feedback for platform building - select a platform building ship - you'll see the allowed/not allowed space for building the platform.

Oversight fix - not being able to duplicate ships you should have been able to dupliate in carriers.

6-09-2020

Polish - better UI visual feedback for base move command - showing regions that are "no go" to better help players using mobile bases.


6-04-2020

Big Red DLC released!

Various tweaks/changes to support Big Red DLC.

5-25-2020

Few changes necessary for upcoming Big Red DLC.

4-17-2020


Various minor bug fixes.

Crash bug fix - using remote interface - switching to another ship (that's part of a fleet) and destroying a reference object (eg: a platform).

4-14-2020

Bunch of new music tracks! From 13 original music tracks to 27!
New ambient music tracks!

Bunch of minor bug fixes.

3-25-2020

Bunch of bug fixes.

3-23-2020

Bunch of bug fixes.

3-19-2020

Crash bug fix.

3-10-2020

Initial work to support voice acting mods for mission dialogs.

3-09-2020

Bunch of minor-ish bug fixes.

3-06-2020

Bug fix - tactical groups weren't behaving properly after switching to overworld mode and back to ship mode.

Oversight fix - tactical groups - where ship(s) might be part of more than one group weren't persisting properly.

Bug fix - non-player owned bases weren't paying for platforms correctly.


Bug fix - defense ships and fleet ships were able to be hired and caused anomalies.
Bug fix - hiring a field ship (a ship patrolling an asteroid field) will now properly cause the hired ship to follow you instead of continuing patrolling the field.

3-05-2020

Bunch of small bug fixes.

Bug fixes to waypoint traders - sometimes not properly taking resources from bases but still having them as cargo pods.

3-01-2020

Bunch of small bug fixes.

Bug fix - overworld combat - destroying platforms wouldn't lower faction score - destroying platforms will result in a 30 point faction score loss.

Bug fix - building to hangar (from hangar or base defense) wouldn't take proper credits from player credits

2-29-2020

Bug fix - capturing a ship would sometimes not result in it sticking around into overworld mode (sometimes mission ships aren't created in overworld mode, the bug fix handles this possibility).

Bug fix - captured ships would still display objective markers
Bug fix - captured ships weren't showing a ship class marker

2-28-2020

Bunch of small issues fixed.

Oversight fix - Kind war fleet shouldn't show up post some player shenanigans.
Oversight fix - Kind faction won't be marked as enemy post some player shenanigans.

2-25-2020

Crash bug fix - related to exiting a gate.
Hopefully - big crash bug fixed.

2-24-2020


Bug fix - building a platform builder ship - not using the selected base (using local base).
Bug fix - it was possible for builder ships to dock with a base
Bug fix - buying/building base capture ships wasn't properly testing for defense crew when multiplier was selected
Oversight fix - check for defense ships being far from a base - to enhance issuing a base capture ship to capture a base in Overworld mode

-- Morning --

More potential memory leaks plugged.

2-23-2020

New ship added!

Hint - later game ship
Bigger Hint - must own at least 4 bases

2-21-2020

Oversight/bug - some scripted missions didn't allow intended units into the battle.

More memory leaks plugged.

Base's platforms will self destruct on base's capture (will prevent potential anomalies/issues).

Bug fix - setting ignore target allowed switching to overworld mode (and other anomalies) despite presence of enemies.

2-19-2020

Few minor issues fixed.


2-18-2020

Afternoon patch ---

Found and plugged potential big pile of memory leaks - hopefully reducing the frequency of "seemingly random crashes" - fingers crossed!

Morning patch --

Few minor issues fixed.

2-17-2020

Few minor issues fixed.

Bug fix (I hope) - fix for getting credits for patrolling a field - while not patrolling a field.

2-16-2020

Oversight/Crash Bug fix - it was possible for the player to go back to a carrier's hangar during happenings where this could be really problematic - missions being one of the better examples.

Bug fix - Scripted missions (priority/story) wouldn't properly appear in bases.

Polish - Clear asteroid field missions - will now ensure a minimum number of enemies (before was possible for there to be no enemies - potentially killed by bounty hunters or military)

Polish - Additional test for clear asteroid field mission completion - in case of anomalies.

Bug/Oversight - player owned fields could be over populated by friendly pirates.

2-15-2020

Oversight fix - overworld combat could result in killing a dying ship - this could result in multiple bounties among other issues.

Polish - war fleets will properly respond to attackers - making attacking them in overworld mode much more perilous

Polish - overworld combat - decided to limit "attack rounds" in line with ship mode unit caps

EG: player has a fleet of 100 corvettes - only 10 corvettes will attack per "attack round"

This means that the fleet of 100 corvettes will have a harder time winning - though it will still likely win.

2-14-2020
Potential crash bug fix related to "non enemy attackers" - could be reason why defend base missions can be very crashy.

2-13-2020
Crash bug fix - related to transport ships given a command on repair stations.


2-12-2020
Crash bug fix - clicking on commerce button in military bases would sometimes result in a crash.

2-11-2020

Bug fix - Objects other than ships/platforms would give bounties (and a ton of money!)
Bug fix - Only ships/platforms/cargo pods when destroyed can trigger/increase a wanted level (prior to this fix a piece of debris or physical shield might increase wanted level if destroyed)


Bug fix - not allowing trade in of a ship to another ship in the same "type" (eg: transport ship) due to faction unit cap - also resulted in infinite money.

Oversight fix - Didn't properly save "Revert to EA keybindings" button

2-10-2020
Crash bug fix - related to a new mission trigger temporarily making the player have more than 3 missions.

2-09-2020
Performance bug patches.

2-07-2020

Small crash bug fix - mapping FPS options would cause a crash.
Fix for "Walkabout" achievement unlocking way to early.

2-03-2020

Work on memory leaks - a bunch fixed.

1-11-2020

Default key mappings changed. Goal is to make them a bit easier for newer players and modernize them a bit.

For those used to the Early Access key mappings (EVERYONE!!!) you can get those back by clicking on the "Restore Early Access" button in the control mapping menu.


1-11-2020
Freeze bug fix.

1-03-2020

Final story missions are in!

12-16-2019

Crash bug fix.

Various small bug fixes.


Wanted/criminal system changes - due to player feedback I've decided to add additional mechanics to the wanted/criminal system -

Wanted level 0 - "on watch" - player can't dock with military and bounty hunter bases (same as before)

Wanted level 1 - 9 - kill on sight - IN SHIP MODE ONLY

Wanted level 10 and above - kill on sight in ship mode AND overworld mode

-- The reason for this change is to give lawful players - who commit unintentional crimes a bit of a lee way before their assets are attacked in overworld mode - which tends to lead to a huge wanted level increase and soon total hostilities with the military.

-- In this way the player can avoid the military until things cool off.

Unlawful players will soon be wanted level 10 and above which function as they did before.

12-03-2019

Various small bug fixes.

12-02-2019

Various small bug fixes.

!!!!!!! Guide updated !!!!!!!

New achievement - opening up the guide.

11-30-2019

Crash bug fix.

11-29-2019

Crash bug fix.

11-09-2019

Added control mapping for group creation/selection in tactical mode.
Tweaks to automatic skybox generation (more colors).
Tweaks to indie pirate hostile to friendly change over code.


10-27-2019

Fixed issue with Ray's secondary rail gun firing way too often when the secondary reload upgrade is installed.

Crash bug fix - using tractor beam active upgrade on non-ships would cause a crash.

Fixed some oversights/issues with refueling, max fuel calculations and the remote interface.

10-21-2019

Apollo now has the "energy barrier" secondary weapon (versus instant speed boost).

Victory (TSF destroyer) now has right and left energy barrier active upgrades added to it's potential upgrades list.

Can properly issue a "repair" command on enemy ships (useful for capturing hostile ships)

Oversight fix - base defense ships will have proper active upgrades setup.

10-20-2019

Added ability to re-order active upgrades in the "Customize Ship" screen while docked.
Added proper icons for (nearly all) active upgrades.


10-17-2019

New weapon type - shield (just like energy barrier active upgrade - but activated by weapon trigger).


These ships now have secondary weapon - energy barrier (see above).
PerezGMK2
Reaper
Correa
RhinoT

Since I really like the new active upgrade - Projectile Accellerator - I decided to add a passive upgrade that does a similar thing - though weaker.


10-16-2019

New active upgrade - Thruster Boost - multiplies all thruster power (similar to "forward/reverse" thrust upgrades - except doesn't force ship forward/reverse - let's player control the travel with the boost) - much more costly upgrade than forward/reverse active upgrades.

New active upgrade - Projectile Accelerator - greatly boosts the speed of ship's projectiles fired from main/secondary and turreted weapons (but doesn't alter range - projectiles have a shorter life span to compensate for greater speed). Allowing for much easier hitting of target.

New active upgrade - Overdrive - while in time dilation - boosts nearly all ship functions to give the feeling of the player's ship not being slowed down. So your ship is capable of firing/turning/flying at a far greater rate while in time dilation. Think "bullet time + Flash" super power.

Some active upgrades won't activate while other active upgrades are running - eg: can't use overdrive and thruster boost - becuase both affect similar aspects of the ship it would cause issues/anomalies or one wouldn't work to it's full potential.

10-14-2019

New active upgrade - "Command" (similar to VD1's ability of the same name) - hijacks a ship (smaller than a destroyer). Unlike VD1 - this is only temporary and when the duration ends the victim ship self destructs (VD1 ability was quite overpowered - but VD1's enemies were quite overpowered too). Available to install on destroyers or above - illegal upgrade (pirate/black market or owned bases only).

New active upgrade - "Repair Mosquito" - decided to re-add the Mosquito as part of an active upgrade - that when activated generates a Mosquito repair ship (doesn't persist into overworld).

New active upgrade - higher tier version of "Anti Gunship Missile - 2 Pack" - double the missiles for corvettes and frigates.

New active upgrade - "Anti Corvette Missiles" - launches 12 large missiles - available to install on corvettes and frigates.

10-10-2019

New achievements -
Getting a - destroyer, cruiser, carrier.
Getting a platform.
Getting a base.
More credit achievements - 10 million to 1 billion.
Declare war (via faction's interface)
Declare peace (via faction's interface)
Getting a fleet ship.
Using the remote interface.
Capturing all faction bases of - TSF, MU, Civilians, Pride, Reborn, Beggars (some with place holder achievement icons)
Discovering all bases.
Getting ransom from a ship (piracy).
Paying ransom.
Pirate rep greater or equal to 75.
Reaching mission rank 6 with any faction.

10-04-2019

Auto generation missions pass through -

Tweaks to money, difficulty of various missions and added elements to missions to make them more interesting.

Platform Repair mission - decided to remove combat from this mission and reduce amount of repairs needed to reduce time (also see below about Mosquito...).

Defend base missions - added frigates to attackers.

Decided to remove ships - Mosquito (crappy repair ship), RoachM and Harden (super crappy mining ships). The Mosquito with it's "welder" has a bunch of issues repairing complex structures. The RoachM and Harden confuse new players who think of them as legit mining ships.

Military bases will now list civilian ships in their for hire list (prior - no ships were available for hire).


9-26-2019

Auto generation missions pass through -

New auto generated mission - "Far Recon" (mix of courier and patrol missions) for civilian and MU factions.

New auto generated mission - "Savage Salvage" (two variants Ore and Weapons (fleet mission)) - player is tasked to eliminate pirates guarding cargo pods - player can recover the cargo pods and sell them for additional profit (mission payment + cargo pod sale).

New auto generated mission - "Pirate Escort" - a low tier pirate faction mission.

New auto generated mission - "Kill Mining Ship" - a high tier pirate faction mission (fleet mission)

New auto generated mission - "Insurance Claim" - a mid tier pirate faction mission.

New auto generated mission - "Bounty - Smuggler Transport" - similar to other "bounty" missions - but target is a transport with escorts.

New auto generated mission - "Bounty - Gunship" and "Bounty - Corvette" - similar to other "bounty" missions.

New auto generated mission - "Covert Courier" - low tier military faction mission requiring player to dock at a pirate base (meaning - main challenge is for a new player to dock with a pirate base...). Completing this mission will reduce wanted level by 2 and cut wanted timer by 1/2 - making it's use potentially strategic...

New auto generated mission - "Rescue Asteroid" - mid tier MU mission.

Tweaked bounty missions - changed payments (higher) and they should be a bit less random now in terms of ships destination distance prematurely completing the mission.

Defend/Take/Clear asteroid field missions are now fleet missions (you get paid for ship losses).

Fleet missions - hired ships will be considered for fleet missions.

HardenC (MU light gunship) - buffed by adding a twin turret.


9-07-2019

Auto generation missions pass through - various little tweaks/changes/additions/removals

Polish to "enemy ship coming at ya" proximity alert.

Oversight - in case where the player's main fleet is superior to the incoming attacker - player isn't forced into ship mode - overworld combat happens instead. Fix - player's fleet will now counter attack properly.

9-05-2019

Base defense mission - changed to be solo only with a maximum ship class of a corvette. Players kept bringing big fleets to this mission resulting in killing lawful ships and getting bounties...

New mission - "base defense fleet" - minimum ship class - corvette. A "remote" base defense mission - destroy a hostile fleet away from a base. Fleet mission (you get compensated for ship losses)

8-30-2019

Tractor beam active upgrade - tweaked so that disengaging the upgrade decelerates the ship (if it's a ship) to the maximum speed of 2x of cruise speed - meaning no more out of control ships - if you cut off the beam before impact...

Improvements to "object avoidance" code for overworld travel.

Tweaks to late game story missions - they were unusually silent (somehow didn't add music to them when I first made em).

8-26-2019

Tweaks to late game story mission - "Feeling Nosy" ( reducing difficulty).

Minor bug fixes.

8-24-2019

------ Repair ships enhancements --------

Overworld mode - Repair ships in fleet - repairing fleet leader and/or fleet ships - capped (per round) to newly implemented "reserve ships" mechanic limit (making it first 10 repair ships).

Increased overworld repair ships - repair % to 2.5% (up from 1%)

Patrol repair command - repair ship will patrol player's territory and attempt to repair any ship or platform needing repairs within 1k distance.

Guard repair command - repair ship will scan the immediate area and attempt to repair any ship or platform needing repairs within 1k distance.

Added support for repair ships to repair fleet ships (to clarify - not repair ships in a fleet - but a repair ship repairing a fleet). Before in this scenario a repair ship would only repair the fleet leader. Repairs at a rate of 3.5% per second (so less than 30 seconds to heal from 0 to full...).

--

Player owned shipyard platforms will now spawn repair ships into the overworld that will patrol and repair ships/assets in need of repairs.

These are just like any other ship - you can command them to join a fleet or go to hangar or what not - however in order not to spawn 209384230942 ships.

Platforms will decide whether to spawn on this formula -

base shipyards * 2 + (far shipyard platforms * 5)
up to 30 max

--

------ Repair ships enhancements --------

Added a check to see if defense ships have unintended number of ships and if so have the base scrap the overflow. Not a great military decision... but don't want the player to have to battle 2103984234 Tritons either...

8-17-2019

Various minor/annoying bug fixes/glitches.

8-16-2019

Various improvements/bug fixes/polish to active abilities. Active abilities used to be for the "main ship" only - but in VD2 other ships can have active abilities too leading to some bugs/missing features.

8-14-2019

Support for issuing a "platform trader" command to player transport ships - via the "trade ships" interface in overworld mode.

Transport ship will go to a platform, pick up cargo pods and deliver to base.

Player can select a base to be supplied and resources to supply with, an option exists to only use player owned platforms.

8-11-2019

Added additional graphical asset to overworld mode to hopefully make it easier for players to orient themselves.


8-10-2019

Detection and discovery ranges polish -

Terms -
Sensor range - range at which ship can see other objects
Detected range - range at which can be seen by other objects

Example - ship doing a "sensor sweet" - is object detected?

If distance from ship to object is less than ship's sensor range + potentially detected object's detected range - then yes.

Increasing sensor range gives you greater range to detect.
Decreasing detected range gives you lesser range of being detected.

Larger ships will now have a bigger detected range (will be more easily detected) and sensor ranges (finding other ships).

EG:
Fighter - sensor range 100 - detected range 50
Gunships - sensor range 125 - detected range 75

Bases and comms platforms will be part of the "sensor sweep" that happens periodically that shows/hides ships/objects in the overworld map - meaning that the player will be far less blind to what is going on in their territory (if they have bases and comms platforms).

Bases now have a 1.5k sensor range
Platforms will now have a - 250 sensor range - selecting a platform will use it's sensor range and position.
Comms platform - sensor range of 3k
Base with comms platform - will use the comm's platform sensor range.
Comms and fuel platforms can be built further away from a owned base (4k - up from 2k)

New upgrade - increases sensor range and range of being detected - could be useful for patrol ships to both see further and be seen at longer ranges. Being detected further out increases chances of being attacked (as enemies see you from further away).

New upgrade - decreases range of being detected - and decreases sensor range - could be useful on your trade ships...

The MK2 versions of this (more powerful versions) are available only in owned bases (to make it available towards the end game - too early sensor shielding would make escorts obsolete).

8-06-2019

When selected multiple ships - player can now toggle on/off primary/secondary burns for selected ships.

8-05-2019

Added a "current command" text - to let player know what their owned ship is doing - select a owned ship in overworld mode (non main player fleet ships). This is also intended to help seeing the effect of the new commands.

Improved "fleet ships count" mouse over, listing number of ships per class when over 5 fleet ships.

8-04-2019

Added 5x, 10x and 20x multipliers to "Overworld Fleet" screen (the screen that expands a fleet showing you you the ships in a fleet and letting you do various things to them) for consistency and for lesser amount of clicks.

Various tweaks to end game missions.

Bug fix - ships with tons of health not saving/loading health properly resulting in loading with 1% health

Can issue proper blockade command to player ships on a hostile base.
Blockading ships would incorrectly want to go to a repair platform - instead of keep up the blockade.
Fixed unintended issue where player owned ships - that had no command - would head towards player main fleet and join it.
Improved initiate blockade on a base code.

New function - "create fleet" - in Overworld Base hangar GUI - select a lead ship from the base's hangar - click "create fleet" - will group all combat base hangar ships into a fleet (versus having to do multiple clicks and hunt for ships in overworld mode to join up).

Player feedback and my own frustrations/playtesting -
Overworld mode - New ship commands and new UI (buttons) to initiate them
Goal - allow for better empire management and response to threats

Hold Position (same as key map - ship stops moving)
Guard Position - ship will stay in position, if it detects hostiles - it will engage and return to position
Patrol Position - ship will patrol the area, if it detects hostiles - it will engage and return to patroling (2k patrol extents)
Patrol Assets - ship will travel to your owned assets (bases, fields, platforms) and engage any enemies it finds in detection range
During Patrol Assets - if ship reaches base it will repair and refuel, if ship reaches repair platform it will repair, if ship reaches refuel platform it will re-fuel


7-28-2019

Crash bug fix - related to commerce tab and remote interface.

Player feedback/my own frustrations - added ability to "customize" fleet/base defense ship from the hangar/fleet interface while docked. Instead of having to switch to that ship - then customize - then switch back to your previous ship - this method wasn't possible while in a carrier, since you can't switch out of a carrier without flying out of it.

Player feedback/my own frustrations - added ability to "standardize" fleet/base defense ships - meaning - select a fleet/base defense ship in hangar interface - check the multiplier (eg: 10) - click standardize. The same 10 ships (eg: same PerezMK2 fighters) will get the same exact upgrades as the selected ship. Existing upgrades are sold and new upgrades are bought.

Added "multiplier" check boxes to the "Base Hangar" management screen in overworld.

Late game spoiler Invading alien forces bigger than frigates will attempt to blockade another base - in case they don't have any other command - instead of going on patrol this is because it's a real big hassle to defend your trade ships and territory against a destroyer and a fleet.

7-25-2019

Various little tweaks to mid to late game story missions.

War fleets will better respond to base attacks.
War fleets will better respond to it's parent base being captured.
Attacking a non-hostile - large ship - will trigger a hostile faction response much faster (rather than destroying that ship and/or others... then potentially triggering hostile faction response).

TSF and wanted response - TSF will still attack player/player ships at wanted level 1 - but won't go out of their way to engage until wanted level 4 or above.
Goal of change - prevent huge snow ball effect of accidentally killing a single lawful ship and ending up with a huge wanted level. This change should allow the player a "oops" or two - without the cascade effect.


7-18-2019

By request/feedback - added a "ignore target" checkbox in Tactical mode -

Use - select non-player object in tactical mode - click "Ignore Target"
Result - ignored target won't be attacked either by player ships or their turrets
Good for saving objects for last (eg: production platforms while assaulting bases) or while capturing ships (don't want to destroy the ship)


7-16-2019

Reserve Mechanic ------

Fleets are now limited to a certain number of ships.

Current limits - 20 fighters, 15 gunships, 10 corvettes, 5 frigates, 2 destroyers, 1 cruiser
If there are more ships than this in your fleet (or any other fleet including enemy fleets) - they will reinforce losses every 60 seconds.

You can turn this mechanic off in the "Difficulty/Balance" menu (while in game - hit ESC key then click "Difficulty/Balance")

This mechanic is intended to put in a base line for me to balance against and to hopefully prevent many crashing issues due to a huge # of ships players tend to bring to the field.

War Mechanic ------------

War Fleets -
Instead of massive attack fleets coming out of no where - bases will "build" "war fleets."
These will appear in space (allowing player to attack them/see their status/etc)
War fleets will be built - despite the faction being at war (think of them as armies)
War fleet count per faction - number of bases owned / 2 + 1
So a faction with 2 bases would have 2 war fleets, a faction with 4 bases would have 3 war fleets. A faction with 6 bases would have 4 war fleets, etc.
In "peace time" war fleets are capped at 3 (to prevent player being mobbed right at the start of a war)
War fleets will properly take shipyards into account - eg: if a base needs a shipyard to build a frigate and doesn't have a shipyard... the warfleet won't be built.
To accomplish this - Pirate and BH factions will now build shipyards

A Base's war fleet will respond to a base being blockaded and assist - becoming part of it's defense fleet.

In the factions screen - can now buy "intel/asset locations" - by paying 250k per unknown asset (base/platform/field) of a faction. This is to help players locate those pesky platforms (to be destroyed during war or pre-war) - for a price.

--

Late Game Base Polish/Improvements:

New function - base management - convert 3k ore to 1k energy - sacrifice ore for energy - for concurrent ship building and mobile base speed boosts. Ore might actually be easier to get than energy, as it comes from asteroid fields - and there's a good amount of them near every base. You can consider that mined ore would have some radioactive properties - so converting to energy could be explained in this way.

Non-player bases low on funds for ship/defense platform building will convert their production resources (if they have plenty) to credits.

-- Sell price is 33% of base price
-- Will sell 10% of stock if it has at least 25% of max stock.
-- Goal is to help ship production for defense which then allows for war fleet production.

In the case above (not enough credits to build) - non-player faction bases will "share" credits - if baseA has over 5 mil - it will give 1 mil to a base low on funds.


Blockade check - now only tests for built platforms (without this - could seem like there are no platforms - but base isn't being blockaded - due to platforms in the process of being built being hidden before a certain % complete).

Added 5x, 10x, 20x checkboxes to ship purchase/buy screen - letting you buy/build up to 20 ships per mouse click - versus clicking mouse 20 times.

Added "owned base" list while docked in the ship purchase/buy screen - letting you build ships in remote bases that you own.

Owned mobile bases - Instead of a checkbox to use energy while moving and a small boost to speed.
A selected owned and mobile base will let you toggle primary/secondary burns like ships can.
Boosts are much more powerful than previous boosted base speed and use up energy much more than before for the increased speed.

Owned mobile bases will respond to the "hold command" (h key by default) - stopping their movement.

Non-player bases - destroying platforms will cause a delay to building additional platforms.
Defense platforms - 1 minute
Production/shipyard platforms - 10 minutes
In the case of "far" platforms - the nearest base takes the delay hit.
Delay adds up until 15 mins max.
This is to allow the player some breathing time between bases re-building platforms. Giving the chance to do hit an run missions on base shipyards.

---

Bug fix - allowing auto dock with military/bounty hunter bases while wanted
Bug fix - Kind faction didn't properly build base defense ships
Oversight fix - waypoint traders will sell/transfer all cargo pods on docking with a base - to prevent being stuck with cargo that isn't intended for trade and not picking up the proper cargo for their next leg.
Bug fix - player trading ships would buy resources from player bases - versus getting them for free... enjoy the proper profits!

--

Base defense ships - increased production amounts.
Base defense ships - will launch 2 wings of fighters and 2 wings of gunships - and 10 corvettes - if there are more fighters/gunships/corvettes "in reserve" - will launch those if those 2 wings/corvettes are destroyed - the reserve units will launch.

6-24-2019

Polish - Faction score log text
Polish - In Overworld mode the "known objects" list - Bases will display a # of ships in hangar for easier management. EG: Palm (4 Hangar Ships)

Polish/Improvements to "resume previous command"

Oversight - hidden story missions could show up in sandbox only mode.

Goal - more pirate owned fields

Tweaked pirate spawns in asteroid fields to be per ship class - which should make fields spawn pirates faster.

Changed number of fields that pirates will try to take over to - number of bases + 1 - meaning will usually try to capture at least 2 fields.

6-19-2019
Added a "resume previous command" button - example -

You order your ship to head to Palm (a base) - you get intercepted by pirates, defeat them and switch back to overworld mode - your ship is now heading in the direction it was when you were in ship mode - click the "Resume Command" button to easily/quickly command your ship to go to Palm again.

Added due to player feedback/criticism.

6-18-2019

Balance pass on player trading/mining ships being attacked -

Attackers based on trade ship cargo pod capacity -

1 cargo pod - attackers are fighters
2 cargo pods - lead attacker is gunship
4 or more cargo pods - lead attacker is corvette

Number of attackers tied to cargo pod capacity - lowering overall attackers (prior to this number of attackers was based on escorts creating an unintended swarm on trade ships).

Non-combat ships - will now have a 50% chance of attacking (not just defending) against their attackers.

Normally when combat ships get attacked they will attack their attackers back - however non-combat ships tend to just continue on their way (eg: a transport ship selling ore - will continue to it's destination even if attacked) this change makes it so that it will counter attack - thus allowing it and it's fleet a similar "combat round" as it's attacker. Making it's fleet ships far more effective.

6-15-2019

New auto generated mission - Revenge! - for the MU and civilian faction - pretty straight forward mission - destroy a small pirate fleet. To make it easier to gain higher ranks for the MU/Civilian factions.

6-13-2019

Some polish/bug fixes to the new more aggressive distress signal mechanic changes/etc.

New auto generated mission - Repair Tug (like repair ship - but it's a Tug so unarmed) - for the MU faction (to make it far easier to get to the rank needed to buy MU frigates)

New auto generated mission - Repair Transport (copy/paste of repair Tug but for civilian faction) - spawns heavy transport instead of Tug

While docked - Big hangar now has a door to hide the fourth wall breaking blue skybox.

6-11-2019

Minor tweaks/fixes to early scripted missions.
Bug fix - Cobra afterburner showing in HUD
Oversight/Overdue - removed in game references to secondary upgrades
Bug fix - dialog scripting error - check if exists test wouldn't load properly from xml files
Oversight fix - Tug now has mission rank 4 requirement (had no requirement)

6-06-2019

Bug fix - Kind faction turning hostile - where as they should have been more friendly
Oversight fix - ships with escort commands and other commands - could unintentionally activate their distress signal

6-05-2019

"Dynamic space skybox" polish -

Various improvements, bug fixes, tweaks to the dynamic space skybox system. Not perfect... but most likely ready for release.

6-02-2019

Camera polish -

Overworld cam - "map move" speed l(eg: using WASD to move camera around the map) inked to camera distance to the "floor" - meaning the closer you are to the "floor plane" the slower the camera will move and the further the longer - allowing for more intuitive control.

Overworld cam - polish to toggling focus on/off for the player ship and other objects.

All cams - improved zoom in - slower when closer to object to give more control.
All cams - changing zoom direction a bit improved (small time where changing direction results in no movement to allow for "stopping")

Bug fix - overworld cam - fixed odd jump in perspective when de-linking the camera from a object

All cams - when unattached to ship/object - similar slow zoom in mechanic added.
Overworld cam - oversight - proper minimum zoom distance added (much closer than before) - which fixes a glitch when rotating camera causing it to zoom out quite a bit due to wrong minimum

5-30-2019

Alien faction type ships will no longer send out distress calls
Ships responding to a distressed ship won't join into it's fleet (this is to prevent what appears to be an issue with distress signals and the formation of a giant clump of ships)

"Pretty sure" I fixed the "Grim" spinning out of control bug on entering ship mode while traveling.

5-29-2019

Distress signal - while active increased detection range.
Distress signal - AI distress signals will persist longer (despite no longer being attacked)
Distress signal - more ships will respond to distress signals - and even more same faction ships will form up with a distressed ship

Can turn on/off owned ship's distress signal in overworld (near the fleet leader toggle) - this will override the ship's own logic for activating/deactivating the distress signal giving player good control over it.

Oversight fix - hired ship count no longer appears in the "fleet" interface screen in ship mode.


5-27-2019

Both player and non-player ships - distress signal can be activated in ship mode.
Non-player ships will activate distress signal in ship mode (similar on how they can activate it in overworld mode).

Added key map for toggling distress signal - SHIFT + D by default.
Added comms dialog for non-player ships activating distress signal in ship mode.

Fixed bug with sending ships to overworld from the hangar.

5-24-2019

Fixed music stops bug - I think!

Added the new weapon stats to the hangar and current ship screens (default loadouts only...)


5-21-2019

Turret turn sound will no longer play while in "command mode" (too much noise in bigger ships...) will only play when controlling an individual turret

Non player originating weapon sounds will be much quieter (eg: weapon sounds coming from other ships)

Adjusted some beam sounds to make them less annoying.

5-20-2019

Comms system polish/overhaul

Variety of polish/tweaks to comms system

Insult - insulting a non-hostile ship - that turns hostile - no longer triggers a wanted state
Non-hostile ships - can't turn ships larger than corvettes hostile
Non-combat ships won't turn hostile

Compliment - damage to object is taken into account for forgiveness
Forgiveness dialog added

"Give Cargo" - removed ( button - apparently I never implemented this at all... decided to remove it)

"Hire" - finalized and streamlined - can hire ships while in ship mode
"Offer protection" removed

"Dismiss" - added - can dismiss hired ships while in ship mode

"Offer Repair" - removed ( instead ships will stop momentarily if they are being repaired by player)

"Pay Ransom" - cost adjusted - 10% of main ship buy price (previous payment) - or most expensive fleet ship buy price * 10% or 1% of player credits - whatever is greatest.

"Demand Ransom" - wanted level bonus capped at 50 (25 wanted level)


5-15-2019
Polish - "Next/Previous" page buttons added to comms system - allowing you to access "previously spoken" dialog - after the page scrolls onto another one... been meaning to do this one for a very long time...


5-14-2019

Polish - properly sized radiation clouds for larger ships (destroyers/cruisers/carriers/dread/etc) on self destruct.

5-13-2019

Polish - Debris fields will now have radiation clouds in them.
Added upgrade - refuels ships on contact with radiation cloud.

2 new debris fields - for greater coverage of potential re-fueling ;)

5-12-2019

Polish - Overworld Combat - Base Defense -

If enemy fleet shows up - base response will be to send ships in a fleet - versus sending individuals - which were more easily destroyed.

Base defenders will consolidate into a larger fleet of base defenders to make them more efficient.

Last resort base defender will launch - regardless of ship class of enemy intruder(s) (before was tested to be a similar class as intruder)

Oversight - Prevented smaller ships - that are not base defenders - from joining up with base defenders thus artificially boosting base defense.


5-10-2019

Minor improvements to recent additions - weapon stats and friendlier numbers (more spots).

5-08-2019
Polish - addition of "Weapon Info" gui in ship purchase/build screen - giving you details on ship's weapons. (Click "Show Stats" then click new button to show weapons stats)

5-06-2019

Polish - improvements to off screen locked target marker and non-targeted ship markers

5-05-2019

Polish - time slowed when entering overworld mode - addressing player concerns of ships "flying off" when toggling into overworld mode

5-04-2019

Polish - changing large numbers to "friendly" numbers - eg: 12500000 - to 12.5M
Polish - "next story mission" hint added to docked. To help players find the next story mission.

!!! BETA!!!!

4-30-2019

New story mission added.

Fixed freeze/crash when exiting gate.
Improved exiting gate mechanics.

4-25-2019

New story mission added.

4-24-2019

New story missions added.

Ship upgrades can now have mission requirements (eg: need to have completed mission ♥♥♥♥" to see upgrade in ship upgrade screen).

New ship upgrade - related to new story mission.

4-22-2019

New story mission added.

4-20-2019

Crash bug fix - related to carriers and building ships to hangar.

Re-added support for "hidden" missions (missions that you don't have to accept) - just useful mechanic for me delivering certain missions.

Hidden story mission added.

4-18-2019

New story mission.

Far platforms won't be built outside of 3.5k distance from their bases (for non-player bases) - meaning that hunting down super far platforms should be fixed (existing saves might still be affected).

Fixed various issues with mission script files and conversion of Hades to destroyer.

4-17-2019

New story mission.

Various little issues fixed (issues introduced in recent patches).
-- Race mission not showing markers properly
-- Carriers not launching ships in missions properly
-- Re-balanced some missions (that now have the destroyer class ships that were frigates)


Fixed issue with saving/loading of the "pov" mapping not working correctly.

Fixed crash bug? Really strange issue that shouldn't happen, put in some safety nets.
Put in safety nets to prevent crashing if active upgrades of similar types are installed on a ship (as a result of me rebalancing ships for example).


While at war - a faction won't build "far platforms" (to prevent annoying issues of player destroying platforms - but them being rebuilt)

4-15-2019

New ship - Civilian heavy frigate - Horus

Hades and HadesB - converted to destroyer class (to fill Civilian lack of destroyer ships) - up scaled/etc.

New ship upgrade type - secondary weapon reload boost - cuts secondary weapon reload timer.

Victory - now a medium destroyer (from light destroyer) scaled up and beefed up

Brig - now a medium destroyer (from light destroyer) scaled up and beefed up

Envy - main guns damage increased (to keep up with civilian upgrade)

Anubis - switched from twin turret to single turret (by default - single turret fires a bit faster and moves a bit faster - so it fits the Anubis a bit more) - upgrade added to regain twin turret (beefed up the ammo for the Horus/Hades - so needed to nerf the Anubis a tad)

4-10-2019

New story mission.
New ship related to new story mission.

Apollo - will now have a bottom defense turret.
Apollo - new upgrades - rail gun turret (replaces bottom defense turret) - additional turret (adds a primary fire turret - so 5 instead of 4).

Code to support multiple turret upgrades in the same "slot" - eg: choice of rail gun turret or additional turret for Apollo as two seperate upgrades for same "slot"

4-03-2019

New story mission.

4-01-2019

Improvements to swap from overworld to ship mode - preventing issues where players might smack into a object while (eg: leaving a base - swapping to overworld mode - swapping to ship mode - would sometimes result in this issue)

Crash bug fix - at war state - could result in a endless loop searching for a closer base to launch an attack - added code to prevent these endless loops.

Oversight fix - commissioned/built carriers wouldn't allow docking until save/reload.

Bug fix - clear asteroid field missions weren't properly appearing in mission list despite abundance of ships to be cleared.

3-30-2019

New story mission.
New ship related to new story mission.

Minimum gravity drive speed - 750 - larger ships were so slow...

Additional code to help with friendly fire issues -

If damage taken originates from a turret and hits un-intended target - isn't hostile fire.
If damage taken is from a missile and hit hits un-intended target - isn't hostile fire

3-21-2019

New story mission.

3-20-2019

New story mission.

Carriers can no longer become "hangar ships" in a base. Instead when ordered to go to a base or go to a primary hangar - will hold position near a base.

Oversight fix - building frigates and above won't end up built to hangar - instead will function like "commissioned ships" and will be in space and head towards player. Commissioning ships uses credits - and building ships uses ore - but they are intended to be the same - building the ship outside of the base.

3-14-2019

Fixed some issues with the mission involving the Ronin.
Tweak to Bodyguard mission to remove an annoyingly far away ship

Fixed bug where the Page Down key was seen as the END key during control mapping.

3-12-2019

Work towards "properly" implementing "carrier" type ships.

New carrier class ship - Rex (Beggar)
New carrier class ship - Cormorant (TSF)
New carrier class ship - Tiburon (The Pride)

Carrier - a ship that "holds" a base within it (think combining a ship and a base)

Carrier properties -

Carriers must be fleet leaders - can't be part of a fleet (and can't "stack")
You can dock with - and being able to walk within it (similar to docking with a base)
Can't dock with not owned carriers
Can't dock with ships larger than gunships (subject to change/thought/feedback)
Can't dock while there are enemies nearby
You can undock from.
Can only build ships - can't purchase.
Building ships - limited to corvette class ships and below
Building ships - can't build base capture ships.
Building ships - fighters/gunships will build to hangar
Building ships - corvette ships will be added to fleet
No commerce screen (can't hire/buy).
No simulator screen.
No "base manage" screen.


Carriers can pick up cargo pods and buy cargo pods from bases - (but can't sell or drop cargo) - this cargo is transfered to the "carrier's hold" which is used for ship production.

Carriers can build ships - exact way as player builds a ship to the hangar while docked in a base - except - doesn't use credits (must use ore) - credit use is considered to be in the "upkeep" of the ship itself.

Can launch ships from bases/carriers while in "ship mode" - in the "Fleet" screen in ship mode (enter key by default) - can toggle between seeing "In Field" (as before) and "Docked" ships (new addition) - then launch the docked ships into ship mode from a base or carrier.

Ships launched in ship mode from a carrier/base - will be part of the ship's fleet (if carrier) or base defense (if base) - and will return to their previous hangars when player switches back to overworld mode.

Ships in a hangar will auto repair over time for free (if owned base or carrier) - considered part of upkeep.

Fleet Interface (in Overworld mode) added button to dock ship (fighter/gunship) to carrier.

New active upgrade - "Withdraw" (same as VD1) - the opposite of "Charge" upgrade - ship flies backwards at high speed (destroyers and above).

Destroyers given some of their own upgrades (versus using frigate upgrades) - destroyer upgrades given to cruisers.

Added "ship class" filters to hangar screen allowing you to quickly only see ships of a particular class.


2-16-2019

Oversights and bug fixes -

Couldn't commission a ship if piloting that ship.
Drop cargo demands not handled the same way as demand ransom demands.
Unlawful factions wouldn't respond if cargo pod was stolen from their platforms.
Oversights/bugs with bounty mission relating to indies/civilians and incorrect wanted levels/timers fixed.

2-13-2019

New story mission (might be pretty tough! looking for feedback)

New "weapon" - speed boost - ship gains instant momentum

Racer/Bolter - new secondary weapon - speed boost (see above)

Apollo - replaced concussion mines with speed boost secondary (see above)

Correa - new upgrade - rail gun turrets (the "small" turrets from a Roals)

Lancer - new upgrade - rail gun turrets (the "small" turrets from a Roals)

Victory- new upgrade - rail gun turrets (the "small" turrets from a Roals)

2-12-2019

The Beast - is now a light frigate (from heavy corvette) - scaled up in size, more hp, armor, less speed and bigger cost. Damage increased.

The Bear - is now a light destroyer (from light frigate) - scaled up in size, more hp, armor, less speed and bigger cost. Damage increased.

Killjoy/Brig damage increased - from 450 per rail gun hit to 850- so Brig will do 2550 damage per shot if all turrets hit (still a pain to maneuver it into position...)

Racer now has 4 attached fighters (keeping with Cutter theme)

New(ish) destroyer - Reborn faction - spliced Priam (BH destroyer) - repurpused for the Reborn faction - the Priam doesn't quite fit the Pride - and the Reborn needed a destroyer... Has 4 mega cannons and even a small hangar (keeping in with Reborn have fighters theme).

Fleet missions will now compensate 85% (up from 50%) for ship loss.

2-06-2019

New story mission.

2-04-2019

A few oversights and bug fixes.

New story mission.

New ships related to new story missions.

New mechanic related to new story missions.

New weapon type related to new story missions.

Support for primary weapon tractor beams (previously only intended to be secondary weapons). As primary weapons - tractor beams will pull targets within 5% of their range.


1-12-2019

Crash bug fix - commerce tab
Bug fix - issue with collision weapons not working properly

1-09-2019
Crash bug fix - introduced crash bug when fixing the builder ship bug.

1-07-2019

Oversight - builder ship joining player fleet (builder ships shouldn't join any fleet or be fleet leader)

Crash Bug/Oversight - improperly saving/loading builder ships in hangars resulting in a crash

Oversight - could move non-combat ships to base defense

New story missions.

New ships related to new story missions.

New mechanic related to new story missions.

Turrets can be invisible now (turrets without a visible body can be used to create more interesting/unique/streamlined ship designs).

"Energy Barrier" type shields can now be invisible.

Beam weapons can generate a "Energy" Barrier" type shield when active.

Owned ships (not part of your fleet) will now show up in the commerce list if near a base you are docked in.

Fixed oversight - allowing player to auto dock while docking is not permitted when in scripted missions.

Code toward proper carrier/complex ship shape support.

12-08-2018

Various improvements to make some missions more solid and less easily broken.

12-04-2018

New auto generated mission - "Map Debris Field" - similar to scout field mission - added to combat the "random" nature of TSF mission progression.

Added more debris fields to the map (for the above mission).

Bug fix - scout field missions (military faction) not appearing correctly

Decided that the "minimum speed" in overworld mdoe should be 2 - which is still pretty slow - but not "wake me up next Tuesday" slow (eg: Triton moving while in a gravity field).

Frigates and above will now attempt to avoid larger gravity fields in their path to their destinations - eg: destroyer will attempt to avoid a asteroid field between it and a base it is going to. This is to make larger ships travel times to areas more reasonable. This also applies to shuttles, transports and mining, and base capture ships (which sometimes are corvette class).

Decided that player initiated "go to object" commands will use obstacle avoidance - "go to position" commands won't - the logic being that the player could have issued a "go to position" command that avoided the object (or a multi waypoint "go to position" command).

12-02-2018

Crash bug fix - related to new "at war" mechanic changes.

12-01-2018

Crash bug fix - attempting mapping overworld mode.

Improvement - F5 (command mode) move commands using distance to offset speed.

Bug fix - make peace wrongly testing blockaded base requirement.

War power won't accumulate until after war has started - giving the player a bit of time before the first "at war" attack.

(Player Owned Bases Only) - Buying/Building capture ships - now requires defense crew for the "boarding crew" - in the capture ship. This will slow down the rate of the player acquiring capture ships (at least before owning a bunch of bases) encouraging a more blockade oriented gameplay versus spamming capture ships.

Oversight fix - was possible to sell cargo pod (under some conditions) for more money than it is to buy it (at same base) resulting in infinite money.

11-30-2018

In base management screen - can now control whether the base will consume resources (if the base is a consumer/retailer).

EG: can turn off "consuming" of ore - which converts ore in stock to credits. In this way you can ensure that some resources stay in the base for other use (eg: building ships, using energy for mobile bases speed boost, etc).

11-28-2018

Can use energy in base stock to boost movement speed (mobile bases - 2x speed)(enable in base management screen)

Can use food in base stock to boost defense crew morale (during blockades). If in effect - defense morale negative effects will be halved and defense crew morale won't drop below 45% - in order to be in effect it will use food 1/3 of the number of defense crew every 30 seconds.(enable in base management screen)

Can use weapons in base stock to boost defense crew increase - will use 20 weapons in exchange for an extra 20 defense crew (per "increase round" - 5 secs). Normal increase is 10 - now extra 20 - yielding a total of 30 per round. (enable in base management screen)

Can use narcotics in base stock to boost defense crew combat effectiveness - during invasions defense crew will use narcotics to fight better (100% bonus to defense crew morale - consuming 10% of defense crew narcotics per 10 seconds) - (enable in base management screen)

Blockaded bases with low morale (25%) will be abandoned during an extended blockade (10 minute count down). This is to ensure that blockades have an impact - even if the blockading faction doesn't intend to capture the base. If the base is the last faction owned base - it won't be abandoned.

11-26-2018
Crash bug fix - bug introduced in last patch.
Last edited by chaosavy; Jun 28, 2022 @ 11:56am
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Showing 1-8 of 8 comments
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
11-20-2018

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





Older patch notes available below.
Last edited by chaosavy; May 3, 2019 @ 10:29am
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
4-15-2018

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.
Last edited by chaosavy; Oct 24, 2018 @ 6:12am
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
10-30-2017

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


--

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)

--

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)

--

Primary/Secondary burn - fuel cost is 4x when ship is carrying a cargo pod or a roid

--

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)

--

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.

Last edited by chaosavy; Nov 1, 2017 @ 9:18am
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
07-24-2017

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


Older patch notes available below.
Last edited by chaosavy; Nov 1, 2017 @ 9:18am
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
02-24-2017

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

HAPPY NEW YEAR!

Older patch notes available below.
Last edited by chaosavy; Mar 2, 2017 @ 3:02pm
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
12-30-2016

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)
Last edited by chaosavy; Jan 3, 2017 @ 12:17pm
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
9-30-2016

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"
Last edited by chaosavy; Jan 3, 2017 @ 12:17pm
chaosavy  [developer] Jul 7, 2016 @ 8:27am 
-- Pre Release --

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.
Last edited by chaosavy; Jan 3, 2017 @ 12:14pm
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