Starcom: Nexus

Starcom: Nexus

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justkevin  [developer] Aug 17, 2019 @ 6:46am
Weekly Update #51
This past week I did a full playthrough of the current game (Beta 0.15) noting bugs and areas for improvement. This was my first playthrough in several months and it went better than expected: I identified 72 bugs and problem areas, but only a handful were game breaking and many were minor quick fixes and some I decided to defer to the next update. Last week I said I expected to have an opt-in built available in "about a week." I still want to fix a number of the outstanding issues and do another fast playthrough so it's probably going to be a few more days before this build is ready but it's getting there.

Until next week! You can always reach me on Twitter, Discord[discord.gg] or the game’s Steam Forums.
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Showing 1-15 of 19 comments
Palandus Aug 17, 2019 @ 9:34pm 
Good to know. Looking forward to testing this one when it is beta-testing ready.
Palandus Aug 20, 2019 @ 8:51pm 
How goes the build?
justkevin  [developer] Aug 21, 2019 @ 8:23am 
Originally posted by Bonegrinder:
How goes the build?

I finished fixing the major bugs and am now doing a second playthrough to see if there's anything game breaking still in.
Palandus Aug 22, 2019 @ 5:46am 
Well, I downloaded V0.15.2 and thus far have enjoyed it.

Some things I've noticed:
1. The scanner caps at 1500 au maximum range for planets. 1000 for ships and 1200 for comets. I mention this as I modded scanner range, and it stays at those values. Also, the 2000 au scanner range for the special project, doesn't work. Distance remains the same.

2. For the modded file, can I put values from the save file into it, and have the game accept those values, or is it only going to accept tech tree bonuses, changes? ie I know that you can modify the savegame to change the size of asteroid/wreckage fields (one time I made an asteroid field with 1000 asteroids... that was cool), and change the number of ships / power level of ships for specific star systems. I was wondering if I could copy the name of a star system, and change its values by storing it in the modded file.

3. Modded values are not updating the strings for the tech research. So, if you modify say missile storage from +1 and +1 to +2 and +5 (for a total of 10 missiles per pod), the values do not change ingame. The values are being properly applied / overwritten but you don't get the strings updated.

-----

What I didn't like was that Asteroids, Wreckage sites, Neutronium cores, Freighter crates, and Chitik ships got nerfed hard in terms of resources granted by them, and thus was constantly stuck with a pittance for resources and firepower.

I also keep getting these weird beeping noises. Am i going crazy, or are these actually game mechanics? I get them randomly, and they don't produce a popup or something in my log, so just wondering...
Last edited by Palandus; Aug 22, 2019 @ 5:59am
justkevin  [developer] Aug 22, 2019 @ 6:03am 
Originally posted by Bonegrinder:
Well, I downloaded V0.15.2 and thus far have enjoyed it.

Some things I've noticed:
1. The scanner caps at 1500 au maximum range for planets. 1000 for ships and 1200 for comets. I mention this as I modded scanner range, and it stays at those values. Also, the 2000 au scanner range for the special project, doesn't work. Distance remains the same.

2. For the modded file, can I put values from the save file into it, and have the game accept those values, or is it only going to accept tech tree bonuses, changes? ie I know that you can modify the savegame to change the size of asteroid/wreckage fields (one time I made an asteroid field with 1000 asteroids... that was cool), and change the number of ships / power level of ships for specific star systems. I was wondering if I could copy the name of a star system, and change its values by storing it in the modded file.

3. Modded values are not updating the strings for the tech research. So, if you modify say missile storage from +1 and +1 to +2 and +5 (for a total of 10 missiles per pod), the values do not change ingame. The values are being properly applied / overwritten but you don't get the strings updated.

-----

What I didn't like was that Asteroids, Wreckage sites, Neutronium cores, Freighter crates, and Chitik ships got nerfed hard in terms of resources granted by them, and thus was constantly stuck with a pittance for resources and firepower.

1. I'll take a look. Visibility is logarithmic, but non-persistent objects can't be detected from more than one system away. Have you tried bumping scan to something astronomical?
2. Just the tech tree.
3. I'll take a look.

Resource drops have become scaled meaning they become greater as you progress but maybe they need to start out higher. Thanks for the feedback!
Palandus Aug 22, 2019 @ 7:08am 
1. Astronomical as in like multiplying the values in the file by x100? Well, I've increased the range sure, and can detect entire star systems from a good clip away, but in-system those ranges seem to be hardcoded to maximums. ie I detected a late game system, about 11 sectors away from the Phage main system, but I can still only detect planets from 1500 au away.

Also comets can only be detected up to 1200 au away and probes up to 600-700 au away, even with the modded changes.

2. kk

3. kk.

Well, the only ships that give good resources, thus far have been Araona ships. I've progressed to the end of the sentinel systems, and they are the only ones consistently giving resources. Chitik, even at this point rarely give resources and same goes for asteroids. Sentinels are slowly giving more resources.

I also haven't noticed research data getting scaled yet either, in case it is supposed to.

EDIT:

Also i noticed in the 0.14 feedback thread Havoc is supposed to destroy asteroids. How? I have it fully upgraded and it isn't shooting at asteroids, such as the ones near the Citadel? Also, it doesn't mention this mechanic for Havoc research.

EDIT 2:

Acquiring the holographic display from the Citadel, doesn't do that arrow pointing effect, like it does for other new nexus gates.

EDIT 3:

Appears Havoc sometimes likes to blow up asteroids and other times refuses to fire. Even when it does fire, at max research, it rarely "hits" asteroids, especailly if you are moving. I had to come to a complete stop at the citadel for it to destroy any.
Last edited by Palandus; Aug 22, 2019 @ 7:58am
justkevin  [developer] Aug 22, 2019 @ 7:56am 
> Also i noticed in the 0.14 feedback thread Havoc is supposed to destroy asteroids. How? I have it fully upgraded and it isn't shooting at asteroids, such as the ones near the Citadel? Also, it doesn't mention this mechanic for Havoc research.

This is only in Beta 0.15, make sure you're on the opt-in beta branch:

http://www.starcomnexus.com/early-access-updates-and-save-games/

Edit: I notice you say you're on Beta 0.15.2, I'll check it out.

Edit 2: There seems to be an issue where the Havok sometimes doesn't activate near asteroids. I'll need to investigate more to figure out why.
Last edited by justkevin; Aug 22, 2019 @ 8:07am
Palandus Aug 22, 2019 @ 7:59am 
Yeah, it seems like havoc refused to fire, until I loaded from a save file. It refused to fire at asteroids during the game when I upgraded it, but when I died and reloaded, it now sort of works. Barely. Hardly. But it works.
justkevin  [developer] Aug 22, 2019 @ 11:23am 
The cause of the bug is that the Havok system doesn't consider asteroids to be an enemy until a sufficient amount of aggression has occurred between you and the asteroid's faction (which is the "obstacle" faction).

Also it's not applying a damage bonus against obstacles. It'll be fixed in the next minor update.
Palandus Aug 22, 2019 @ 2:15pm 
ok. Huge spoilers ahead, so don't read unless you want to be spoiled. I need some assistance and I appear to be stuck so... spoilers...

Ok I've done most of the content already. I deactivated the sentinels, with 7 keys, but I've found 9... and I think the 10th is at the neutronium gambling place. And visited the dyson sphere. This is what I've accomplished thus far, but am totally stuck on, and need some suggestions on how to proceed:
1) I've found two massive engine like thingies, but I'm not getting any other interaction with them... I have maxxed out engine research, even warp hopper research, and nothing.
2) I've met the odd crustacean guy who talks of a prophecy, but I don't get any further than that.
3) I met the tyn'coden and visited their homeworld, and found out about the infection. I thought that to learn more about it I had to harvest a forest, and I did that... but it didn't give me any more progress on that and now they are perma-hostile against me, so Im thinking the forest was the wrong choice. I did visit the tree of ydrigas to grab the heartwood sample, and revisted after the fact and nothing. No idea how to advance this questline.
4) I have three parts of the lightwave message. I am pretty sure the point it sends me to is that yellow dwarf star, near the graffiti star station, with a broadcast station in orbit, but I'm not getting the 4th lightwave message and no hidden anomaly on said dead planet. Not sure how to progress this one.
5) I've bought everything from Zoar and I believe the citadel.
6) I did repair the giant space telescope and got two 200 data from them.
7) I got the CMB message, and destroyed all 4 jamming stations.
8) I visited the dyson sphere and figured out how to get inside. Issue is, when I enter, I cannot leave and there is no obvious way out. I've tried both options, the Artifact offered me. I tried to fight first, and managed to destroy the attackers. I visited all the planetoids, and destroyed all the ships, and I got 1 part of an advanced communications device. Then the enemies stopped respawning. I do not get an interaction with the broadcast station other than I can revisit it later.
9) I also tried the artifacts, second option, to go into stasis. I visited four of the yellow stars, with 5 green planets, and not getting anything different.

I do have a save before I went into the Dyson sphere. I've explored all of the star systems in the game that are available to me, including the lobstritches which gave a pittance of 40 data as a reward. The only two systems I definitely haven't visited is Goose and Lost planets. I'd like to think there is more, as I've not found The Cave yet.

So can you help me out and suggest how to proceed?
justkevin  [developer] Aug 22, 2019 @ 2:23pm 
Quick spoiler hint:

There's an exit from the sphere near where you came in.
Palandus Aug 22, 2019 @ 2:52pm 
Man that hole is tiny. Its no wonder I missed it. If I wasn't made aware of it, I'd never have found it again.

EDIT:

Back to being stumped. Chose the fight option, blew up ships, and left the sphere. Visited kite station, told to find the weakness. Saurids won't talk to me. Where to go now? .....I did find out that zoar sells a thingy for the cure to the blight, but as I harvested a forest, I can't deliever it to the tynconden.
Last edited by Palandus; Aug 22, 2019 @ 3:19pm
Palandus Aug 22, 2019 @ 10:24pm 
Additional spoilers, still stuck though:

1) The gambling planet is bugged. I choose card 4, and it chooses card 2. I choose card 3, it chooses card 2. After spending close to 1,000 neutronium, I finally got the key. Most players will not bother though, so either remove it or make it fairer... or give it a pattern.
2) There isn't any consistent places where the Lumae spawn. I'm assuming I need to reverse engineer, the comms device to progress, but am not finding any locations where they spawn and the game isn't directing me to go anywhere specific.
3) The havoc weapon system needs to be massively, horrendously, incredibly buffed up. I've modded the havoc weapon, giving all of it's techs about a 400% increase to all their values, and they still have a hard time destroying missiles, drones, and wreckage. I have 5 on my ship, and there is a constant firestorm of flak, but they cannot stop even a single tynconden missile barrage, with maxxed out research and heavily modded values.
4)I noticed that for all the EOS zones, they are not set to spawn enemies, in the save file. Threat is at 0, max rolls 10, spawns every 30. I modified them, and I am not now seeing enemies spawn dynamically in those EOS zones.
5) The tynconden will not stop being hostile. I've tried flying around and avoiding attacking their ships, but after harvesting that second forest, I'm borked with the faction, despite having "figured out" their blight problem, but they always refuse my hails now.
6) SUGGESTION: Create a series of values for spawning values for systems, for the save file, that is consistent. Then a player can just mod these values, rather than modify every single star system manually. So, say you have three threat levels: Light (threat at 500, rolls 5, and spawns every 60), Moderate (threat at 1000, rolls 10, and spawns every 30), and High (threat at 2000, rolls at 15, and spawns every 15). Then based on the player's starship size, it adds +25% to the threat value, per size increase. So if you research 4 hull updates, add +100% to threat values. This would make modding things much easier and help players feel like they know where are harder and easier locations. Same thing could be done with asteroid belts, have small, medium, or large ones. Etc... As it is, with so many of them having weird numbers, it can take hours of modding the values to increase overall numbers of enemy ships and sizes.


EDIT:

I cheated heavily by modifying the save file. I gave myself three lumae communications, as I could not find any locations where they spawn. Now the game is progressing again, and just got the final lightwave piece. I also modified the tyncoeden so that they wouldn't be hostile, but that failed. They still are perma-hostile. Lets see where the lightwave takes me...

EDIT2:

I beat the game! I think it is a good start in the right direction, but the ending was fairly anticlimatic. When I'm not so tired, I had to drive my mother to the airport at 4am, I'll offer some suggestions to improve it. Till tomorrow, or the next day.
Last edited by Palandus; Aug 22, 2019 @ 11:34pm
Palandus Aug 23, 2019 @ 9:20am 
Okay so feedback on the endgame, in a series of spoiler paragraphs for easier reading:

1) The game now has good feedback on how to do things, up to the Dyson sphere, and then it completely falls off. There needs to be more indicators of how to move forward. So, you need to gather 3 Lumae Communicators and supposedly Lumae are attacking everywhere, but they aren't, as I've checked thoroughly. How about you place indicators on the map, of where a large strike force of Lumae are, so that the player can go there, aid their allies (as an unmodded player ship will get wrecked by Lumae ships) and attack a large enough group that at least one communicator will drop.

2) You could indicate to the player that when you visit the broadcast center inside the dyson sphere, that you will need to acquire lumae communicators, to access it... or imply that maybe blowing up their ships will help you to activate it.

3) Saurids in general are not getting much use in the endgame. They have no information on the Wrae, Tyncoeden, or even allow dialogue after the dyson sphere is opened. They were a good source of information, now they are useless.

4) The Wrae and Chitik are still hostile after the transmission. The tyncoeden are also still hostile if you harvested a second forest. No fleets have improved ships after the transmission.

5) The Chitik, would be the most likely to know where the first accelerator is. The Araona would be the most likely to know where the second accelerator is. The Sentinels would most likely to know where the third accelerator is. Yet, you have to manually find the first two, and the squids know where the third is... but it isn't a "story".

6) You get very little assistance from your allies after the dyson sphere opens. You cannot communicate with them, and thus cannot do trading. They do not come to your defense, if Lumae ships start attacking you. They do not send a fleet of ships to aid you when you take the final assault on the dyson sphere. Overall, the only purpose of sending out the final broadcast was to get the "location" of the heretic (which I already knew of, I just couldn't get him to give me the prophecy) and the squids to tell me where the third accelerator was. I'm assuming the endgame isn't finished, so this is a WIP.

7) I don't know why I have to keep saying this. I really do not know why. EVERYTHING ♥♥♥♥♥♥♥ COSTS TOO MUCH RESEARCH DATA. At the very end there, I had no research data left. So, when I'm told that I have to have 500 data to research the communicator, I had to cheat to get the data. That is a pretty dickish move. I've acquired all the swarm probes that I can to get data, and the last 8 were empty probes. I'm not getting any more data from that giant space telescope; theives keep taking the panels. I've found all the comets and visited every anomaly. There is no data left. Sure you get a bit of data off of the activated accelerators, but who needs data at that point, and you only get there by building the communicator. There needs to be something that gives a continuous amount of data in the endgame. I can understand gating player progress with it up to the dyson sphere, to avoid having the player with a super powerful ship, but after that point, the player should have access to several unlimited data sources so that they can research new strategies to fight lumae ships. Someone who focused on pure plasma, is going to get wrecked by lumae ships and they won't know that they totally ♥♥♥♥♥♥ themselves over until the very end of the game and then they can't actually progress because their ships are hunks of junk. I'm sorry if I'm coming off as hostile on this point, but I've raised this problem about 10+ times over the past 6 months of giving feedback for the game, and it isn't getting addressed. EVERY TIME you add in something new, it costs even more data and yet the new data sources aren't keeping up.

8) The warp shock problem. Again, if the 500 communicator cost wasn't the biggest issue it is this. No one uses the technology in game. And it is going to cost more than 1000 data to acquire even the first level of Warp Shock. I also don't understand why it is needed. If those giant machines are all triangulating at a central point, why do they need a warp shock to do the bubble effect. Maybe instead, have them target your ship's shields and then have to stay in the general area while the big things do their magic, while being assaulted by a massive fleet of lumae ships and aided by your allies ships in one last climatic battle.

9) The final encounter is anti-climatic as I said. Once all three accelerators are active, there isn't a massive defense force and massive ally force waiting for you at the dyson sphere. In fact it is completely empty. No one tries to stop you. If there is supposed to be 13 trillion humans in the sphere, where are all the lumae ships? Also it feels too short and like the game is getting cutoff just as things were getting good. We are in beta 0.15. There is also the potential for beta 0.2 and 0.3 and 0.4, etc... The game is starting to feel like Rage 1, that game. Just as the game was getting good, and the player started to feel powerful, it just ends, and you go... what the hell was that? That was the ending...

10) Last paragraph: There are major plotholes. Who are the Wrae? What happened to the Progent? Who are the makers of the swarm probes? Where are the home planets of each of the major races? What is this Neologic Corporation? There are a huge number of minor space-faring races that have no real backstory or gameplay purpose, like lobstritches. The nyctians don't get anymore love after you've helped them out. There is only a minor footnote for eliminating the Phage. Who created that hidden lab and what is that goo they found? Again I feel like development is being rushed and the game could use more time getting cooked properly first.
Last edited by Palandus; Aug 23, 2019 @ 9:25am
justkevin  [developer] Aug 23, 2019 @ 10:28am 
Thanks for the detailed feedback, Bonegrinder!

Bear in mind that this is the first pass at the end game-- no one has played anything past entry to the sphere besides me so it's expected that things will be a bit rough. I think it's better to get a version into players hands and find out what's confusing/broken.

Now that the game has an ending I plan on spending the next iteration or two smoothing ironing out the problems and adding missions to fill in some of the gaps.

Thanks again and feel free to add any more thoughts.
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Date Posted: Aug 17, 2019 @ 6:46am
Posts: 19