Divergence: Online cover
Divergence: Online screenshot
Genre: Role-playing (RPG), Indie

Divergence: Online

Jan. 25th Patch Notes

01/25/2016

Added automatic removal of files from the client for destroyed ferrocrete structures.

Added a dialog box while loading into the game world with status updates to let both players (and us devs) know exactly what the game is up to while loading. This will help us nail down any remaining reasons why those pesky few people still can’t log in.

Optimized the loading of the game world to prevent the game from freezing.

Added light culling by distance, dramatically increasing FPS within the range of structures utilizing a lot of lights, such as cantinas, city hall’s, and cloners.

Added footstep sounds for more species and more animations and for both the player themselves and other players in game world - Now you can hear them coming!

01/24/2016

Optimized network traffic - decreased it to a fifth of what it was before.
Some checks are happening now directly on the client so players don’t have to wait on a response from the server.

Vendors and Currency NOW LIVE

1/22/2016
Vendors and currecny are LIVE.

First two vendors are in Malkav and Lomenia at approximate coordinates -1430, 3660 for Malkav and 1430, 3660 for Lomenia both inside a cantina (Android NPC).

Tomorrow we'll squash any new bugs and work on the "buy" function and window as well so players can choose to browse and buy the things other players have sold to the vendors.

Right now the value of any item is determined by it's Overall Quality. For resource containers and stackable items, it's first determined by it's Overall Quality and second by it's quantity against the maximum such as 10,000 for resource containers.

100% of this is subject to repeated and extreme modification as time and testing occur, but essentially, all your hoarders have more than likely 24 hours or less to start building up them cash reserves before maintenance goes live and you have to start putting money into those structures to keep them alive. ;)

Bodies should also be lootable of their monies by clicking the "take all" button near the credits section.

Additional new trees and flowers have been added to the game world in Malkav, with new additions planned for the Akkhera border and also Lomenia tomorrow.

Additionally color toning and depth have also been tweaked, so give us some feedback, how do you like the look of the game now?

Upcoming Massive Update - Trading, Monies, and More!

Working on vendors/currency/fixes/npcs today. Things progressing really well!
In addition to bugfixes, when it goes live, you'll notice you now have a credits section of your inventory. These are your monies.
Harvesters, generators, and hoppers, will begin to require maintenance monies to function and continue to function. The more efficient you make them during crafting, the less monies they'll require. If their monies drop to zero, they'll begin to take damage while in online mode until the balance becomes positive. In offline mode, they'll take very little, but some damage to clear the world of people's shit who haven't played in months. Don't like it? Deal with it.
When hoppers reach zero condition, they'll explode and all items contained within them become "orphans" with the same stipulations as items "dropped" in the game world, ergo they decay after 30 minutes if not picked up.
Structures must have a positive maintenance balance before they can be placed in the game world, and you cannot re-deed structures that contain zero maintenance.
Additionally, the "manage structure" radial menu option will finally be used for something; Paying up! Managing a structure will allow you to view and update its maintenance pool. Maintenance is a one-way thing dudes, you cannot cheat the system by turning your harvs into banks and dumping all your monies into there for safe keeping.
There is no safe keeping. This is the wilderness.
Eventually, we'll also be adding banks but for now, you are your bank.
How do you get the monies?
NPCs are finally more-or-less safe to begin resurfacing on Rook, starting with "vendors". NPC vendors will be non-strategically placed, one per region - Meaning one for Lomenia, One for Malkav, and one for Akkhera.
To make monies, you take whatever you want to sell on your person (you really should go as a group of friends) to the vendor and "trade" with it. You'll be able to sell current items and resources based on their OQ to him, but also be able to buy from him things other players have sold to him, such as their weapons, clothing, whatever you want.
Advanced professions will finally be unlockable in the game world, beginning with Architect and Cyberneticist. Architect is the branch that will allow the crafting of advanced structures whereas Cyberneticist will allow the crafting of advanced cybernetic equipment, such as the the more advanced combat synthetic and military synthetic chassis.
Additionally, Scout skills will begin to play a larger roll which will lead into "Ranger" as its elite professions.
Ranger will allow some pretty cool stuff, such as player and creature tracking, as well as the ability to deploy their own temporary "camps", which act as small and versatile hoppers.
Thanks for all your help and support! We're still getting the occasional "I straight up admit to never having even logged into the game once, but negative review!" bullshit that for some reason Steam allows, so if you haven't yet, why not toss us a review! I mean, if you do in fact want this project to continue and all.

Datapad and Lots are live!

1) Datapad. All players have a set number of available "lots" the same way they did in SWG. By default, this number is ten (10) however subscribers get ten extra lots for a total of 20. All structures (generators, harvesters, hoppers, and grids) will default to using one (1) lot space for tonight, and within the next days be adjusted to their correct amount, which is typically between one and four based on their size and scope.

Tonight, this will be left optional, so we're asking people to help out everyone who plays the game and put themselves under their lot limit on their own. Tomorrow, it'll be auto-enforced which means the system will begin to cull any lot-based equipment that hasn't been accessed in 5 days or more. If you want to ensure that none of your super-special hoppers or harvs get culled, definitely a good idea to log in and do some spring cleaning on your own
kiki emoticon

2) To help cleanup old and abandoned equipment taking up valuable space, a deal has been struck with local Ennie tribes wherein they've been granted temporary clemency to wreak wanton havoc without fear of reprisal from SGL.

Jan. 18 Patch Notes

01/18/2016

Items dropped in the world or those disconnected from a destroyed hopper (i.e. without an owner) will get auto-decayed after 30 minutes.

Server optimizations: removed non-essential properties, making sure inventories get deleted when destroying hoppers or deleting characters; attempting to reconnect server peers automatically on non-managed disconnects etc.

Cannot start harvester, generator, factory, or power grid without an owner (must be placed, can't be dropped).

Crafting tool now displays all items in easily discernible submenus, making it a lot easier to find just that special item you're trying to craft. Every single item has to be categorized, so it'll probably take several days to get them all. Thanks for your patience.

"Dropping" an equipped item without unequipping it first no long sometimes leaves a copy of it on your character. No more duping dudes.

Verrator have received a major makeover to their textures and shader!


01/17/2016
Ferrocrete Containers now require 100 units of any Inorganic resource, but also now contain 1000 units of ferrocrete per container!
All Resource Containers now carry up to 10,000 units!
All resources are now able to be combined into stacks! Be forewarned though; when stacked, all resource stats will be averaged between them.
DMHDG “Healing Gun” now requires only Novice Medic so that synthetic players can accrue medical experience to advance their Medic career.
Novice Scouts now gain general crafting and surveying tools.
Novice Scouts can now craft large log platforms and walls for creating huge wooden forts and fortifications!
Green “healing effects” from the DMHDG now fuck off like they should and no longer persist infinitely in the world.
Derelict and abandoned structures will likely be obliterated by GMs in an attempt to lessen the server strain during this week’s upgrade process.

Options Menu, Scout, Campfires, Medic Healing is IN!

01/15/2016

Added options for turning off volumetric light, film grain, bloom, and color correction (these can now be enabled or disabled). Now you can make the game look like shit if you want! (We dare you to try)
Minor optimizations to speed entering the game world.


01/14/2016

Added campfires.
Structures start degrading when their condition drops below 50% (and eventually get destroyed).
Added the ability to equip the medic gun and heal others with it (only humans and Ennies).

Tonights Last Patch Notes

[SERVER]

Retroactively setting the max health for already created characters according to species.

Made sure people won't be able to heal themselves for more than their max health (and if they already did, it will be fixed by the above mentioned addition).

Hack prevention: people cannot loot items from more than 12 meters away (beyond that there is not radial menu on the body).

Displaying chat message when there are no generators or powerable structures in the radius of a power grid (none that are compatible).

Displaying the owner of a structure in the permissions panel.

Fixed an issue with power grids loading their data wrong.

When transferring persona, the player’s inventory stays with the discarded chassis and he gets the inventory of the chassis he has transferred to (note: anybody can loot chassis’ dropped in the world).

When a synthetic dies, his current chassis gets discarded and the default Android chassis will be granted to him (he will respawn in the Android chassis).

[CLIENT]
Synthetics should be fully-able to transfer between all available synthetic bodies.
Inventory items should stay on the exited chassis as they were intended to do.
New grid terminal should now be able to be used by anyone on their admin list even if they aren't the owner.
Over 20 new items added to the game world for crafting including our first Omicron items!

Price Lowering Tomorrow: This is how we say thanks for an amazing first week!

Our fist week on Steam has been a huge affirmation for us. Thanks to our supporters, we're finally able to begin taking this project to the next level with all of the new features you've been hearing about.

As our way of saying thanks, tonight's announcement is that starting tomorrow, January 14th, Divergence: Online, retail cost of our game will be reduced to a straight $29.99 USD across the board - No sale required.

This is how, we feel, the relationship between developer and player should be; You help us, we help you back.

Thanks again for all your contributions and we hope you'll keep them coming by getting your friends in on the ground floor and putting them to work guarding your operations in our world!

New Synthetic Chassis + New Creatures + Medic

1.Two new synthetic android chassis.
2.Harvesters should be completely functional now (until they break again lol)
3.New new grid terminals - Also fully functional now!
4.Medic Stimpaks and Healing Dispersal Gun almost entirely implemented (we just don't want to push the last part right before we go to bed incase it's broken and stays broken the entire night)
5.Over 1000 new super-high-quality interior objects nearly ready for inclusion in the game, just waiting for -
6.Object and item sorting submenus in the crafting panel coming soon.
7. New life forms entering the world in preparation for hunting!

Login Scene Fragged but New Chassis and Grids LIVE

Last patch of the day went up just minutes ago and we're leaving this message to let everyone know that it broke a few things about the login scene and we'll have a fix for it as soon as we're back at it today.

For now, you can simply click "login" and bypass the planetary synchronization without an issue, but unless you know that you can do that, you might think that it just continues to say "synchronizing planetary data" forever and you have to wait for it, which you don't.

It did also however add two new synthetic android chassis, and two new Omicron power grid interface terminals though at the Engineering 3 and Engineering 4 levels. Enjoy, and we'll be with you again in a matter of ours!