- Added the augmentation module which applies its own attribute to one connected module.
- You can now select workshop ships when starting an exploration game.
- Automatic key binding for replicator module (default: R).
- When you destroy all ships in a sector, all the remaining collectable items are automatically collected.
- Fixed a sorting issue preventing modules from being stacked in the exploration mode. Also, different visual variations are now stacked together.
- Upgrading an on-ship module using the Tech Lab should no longer clear the module's commands.
Happy New Year!
So, now that BossConstructor has been released, let me tell you a bit about my plans regarding BossConstructor for this year:
1) As promised, there will be 3 free bonus DLCs which will add a few often-demanded new features. And while I do not have a specific schedule for making these, I will begin working on the first one soon. The first DLC will include 2 new modules as well as a feature which will allow you to set weapons and other modules to auto-fire.
2) I will also do another development live stream on Twitch. It will be on Sunday the 15th of January at 6 PM GMT / 7 PM CET. You can watch it on twitch.tv/bossconstructor. While I haven't done any streams lately due to time constraints and technical problems, I look forward to do some more!
3) In other news, I've been on the Space Game Junkie podcast a few weeks ago. Its about one hour long and covers the game's development process as well as some technical aspects. If you're interested, you can find the recording here: https://www.spacegamejunkie.com/podcasts/sgj-podcast-183-bossconstructor/
I hope you're having a great time! :)
Cheers, Mirko
Patch 191: Miscellaneous [beta]
Features/Balance:
- Batteries now start 'full'. Therefore, you can now theoretically build ships without energy generation.
- You can now change the game speed to slow the game down to 50%.
- Increased the warpout time for the 'defend x' missions to 120 seconds.
- Slightly buffed the weapon range attributes and fixed their attributes.
- Decreased the rebound of the scatter gun from 25 to 10.
- You can no longer use the repulsor beam to drive your own ship.
- There is now a small delay before tooltips are displayed.
- Made the flak cannon's aim more reliable.
- The piston module now transmits energy inbetween ship parts.
Fixes:
- Fixed the speed filter buttons in the hangar. Thanks to Soar for the huge bug report thread!
- Replicators should no longer 'remember' ship parts when moved. Also, they now report invalid placement if the replicated ship part contains other replicators.
- Fixed a bug in the "follow ship part"-camera mode.
- Fixed a bug causing the AI to chase ships that have warped out.
- Flying modules no longer block laser beams.
(In order to download this patch, please select the beta branch: http://steamcommunity.com/app/330100/discussions/0/353916584666075195/)
Patch 190: Bug fixes [beta]
- Fixed a bug causing attributes to be applied repeatedly.
- Fixed a bug causing the end game screen to show after failing the final mission.
- The price for upgrading a module is now based on the value difference the upgrade will make. Also, it should no longer be possible to make arbitrage gains by buying, upgrading and then selling modules.
- The workshop publish button tooltip should no longer be in the workshop image.
(...)
Patch 189: Inventory module stacking, toggle modifier etc. [beta]
New features:
- Modules of the same type/attribute now stack in the inventory.
- Set weapons & other modules to 'auto-fire'. To do so, assign a key to 'toggle modifier' (default: LCTRL) and hold it while pressing the module key. For example, Ctrl-Up will set the front weapons to auto-fire. To disable it, just hit the module key again.
- Missiles now use proportional navigation following aiyel's suggestion.
- Assign keys to 'switch module variation', 'auto-assign commands' and 'toggle view mode'.
Balance changes and fixes
- Every shop now offers batteries.
- Tiny enemy ship parts with <3 modules now always self-destruct.
- AI ships should now start firing from a slightly larger distance.
- In the player-fixed camera mode, you can now zoom out further.
- When a module is on top of another, it is now selected when you click it.
- I've added a sligtly fresher lwjgl-version which should resolve problems on some systems.
- Fixed a bug in the variation change button.
- Fixed the camera jumping to the right when entering free cam mode.
- Module attributes now correctly influence the replication time/energy required.
- Fixed 'disable research' adding duplicates.
(In order to download this patch, please select the beta branch: http://steamcommunity.com/app/330100/discussions/0/353916584666075195/)
Patch 188: Miscellaneous II [beta]
Changes:
- Picking up modules when having a 'full inventory' should be less laggy now.
- The point defense module now targets torpedoes. They still explode, but the increased distance from your ship reduces the damage they do.
- Increased the name plate's hitpoints to make it an aesthetic substitute for titan armor plates.
- Replaced "GWs" with "GJ" based on Arumba's suggestion.
- Replaced PinWheel boss with a nerfed version. Thanks Puppet #7!
- Naming your ship Boss... no longer automatically makes it a boss ship (you need to add the boss AI CC).
- Your interceptors should no longer damage your own ship.
- Made the hitpoint overlay colors mote diverse.
Fixes:
- The laser should now hit stuff directly in front of it.
- When visiting shops on the galaxy map multiple times modules you bought no longer reappear.
- Changing the module variation should no longer void the module's attributes.
- Tweaked the camera movement a bit.
- Fixed a layout error regarding the hacking module warning.
- The UI should now update after undoing/redoing.
(In order to download this patch, please select the beta branch: http://steamcommunity.com/app/330100/discussions/0/353916584666075195/)
Patch 187: Miscellaneous [beta]
New stuff:
- You can now switch between the different graphical versions of a module (e.g. armor modules). To do that, select one module and hit the rightmost button in the module section of the editor.
- In the tech lab you can now also upgrade modules that are currently on your ship.
- Added two surveys for the first bonus DLC.
Fixes:
- The rotating shield should no longer block the laser.
- Flying modules should no longer block shots.
- Removed the ineffective speed attributes from the railgun module.
- Ships should no longer render effects after warping out.
- AI ships in the evolution modes no longer contain ore crystals.
- Addressed a very rare bug caused by the grappling hook.
(In order to download this patch, please select the beta branch: http://steamcommunity.com/app/330100/discussions/0/353916584666075195/)
Progress Report Video and Release!
Today BossConstructor leaves Early Access and goes for a full release. :)
To hear about the latest changes, the game's development and my post-release plans, watch my progress report:
# Post Release Plans
- 3 free bonus DLCs.
- Suggest DLC content in the forum: http://steamcommunity.com/app/330100/discussions/0/353916584666110815/
- In-game voting will start soon.
- Beta branch.
Patch 186: Workshop Bosses and Bug Fixes Part IV
- Downloades boss ships from the Steam workshop will now automatically appear in boss missions.
- Fixed a bug causing allied waves to be hostile in the wave mission.
- Fixed a rare bug in the torpedo shockwave.
- You can now play the boss waves mission in the skirmish mode.
- Changed the default keybinding to use WASD to move and the arrow keys to fire.
Patch 185: More bug fixes Part III
- Fixed a crash occurring before New Game+.
- When deactivating auto key assignment, replicated ships keep the assignments you give them.
- When creating a new ship, the game automatically gives it a unique name in order to prevent older ships from being overwritten.
- Some more bug fixes.
- More changes to the error logging code.