We've deployed a new hotfix. Dual Universe is now in version 1.2.6. Changes are below:
Bug Fixes
Fixed bug related to inactive territories that prevented starting mining units or calibrating them.
Applying a sort, after having applied a filter in the DSAT panel, was nullifying the filter effect until filters are applied again.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
[Gunnery Tutorial] With the new tactical map, there are some inconsistencies in the Gunnery Tutorial. The tutorial still works, but the steps that describe the periscope (now replaced by the tactical map) are out of date.
We are aware of an issue where surface ore that should spawn at the end of calibration in fact does not spawn correctly, we are currently investigating the issue.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
DUAL UNIVERSE: WHAT'S COMING NEXT
Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
Let me walk you through some of what we have planned for you both soon and further down the road.
Planets We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!
Combat Missions We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.
PvP Improvements Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.
Contest Winner Constructs Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part.
Maintenance Unit A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.
Joystick Support Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.
Default Lua Configuration Rework Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.
Fuel Intake Changes This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a 'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
Mark (NQ-Deckard)
Dual Universe - Release 1.2.5
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.2.5. Changes are below:
Improvements
[Launcher] Launcher now remembers the window position and size between sessions.
[Launcher] Now displays the EULA in pdf format instead of plain text the 1st time the launcher is open.
Crash Fixes
[Launcher] Fixed a crash when keeping the launcher idle.
Bug Fixes
Fixed an issue that sometimes prevented spawning surface ore from mining units after calibrating, however further issues may remain and we continue to monitor and investigate.
Jammed industries now properly relaunch after talent upgrade on output containers.
[Blueprint deployment] Fixed a rare issue where blueprints would be deployed very far from the correct position.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
[Gunnery Tutorial] With the new tactical map, there are some inconsistencies in the Gunnery Tutorial. The tutorial still works, but the steps that describe the periscope (now replaced by the tactical map) are out of date.
We are aware of an issue where surface ore that should spawn at the end of calibration in fact does not spawn correctly, we are currently investigating the issue.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.2.4
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.2.4. Changes are below:
Bug Fixes
Fixed an issue with the transponder, the state is now properly updated.
Fixed precise construct positions being logged in some cases.
Fixed planet ore description again…
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
[Gunnery Tutorial] With the new tactical map, there are some inconsistencies in the Gunnery Tutorial. The tutorial still works, but the steps that describe the periscope (now replaced by the tactical map) are out of date.
We believe the desynchronization issue has now been resolved, however if it still occurs for you, please notify us via a support ticket immediately.
We are aware of an issue where surface ore that should spawn at the end of calibration in fact does not spawn correctly, we are currently investigating the issue.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.2.3
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.2.3. Changes are below:
Bug Fixes
Fixed the client sometimes not sending position updates to the server.
Fixed issue where the avatars position after a relog was wrong.
Fixed incorrect planet ore descriptions.
Fixed lockscreen being sometimes incorrectly displayed when closing the notification panel.
Fixed an issue related to mining units that allowed them to be picked up when they should be locked due to calibration.
Fixed an issue with flatten and dig on planets.
Fixed a rare issue where ore failed to spawn after mining unit calibration.
Fixed an exploit related to reload times for weapons and also fixed some minor UI issues.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
[Gunnery Tutorial] With the new tactical map, there are some inconsistencies in the Gunnery Tutorial. The tutorial still works, but the steps that describe the periscope (now replaced by the tactical map) are out of date.
We believe the desynchronization issue has now been resolved, however if it still occurs for you, please notify us via a support ticket immediately.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.2.2
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.2.2.
Following many crash reports, we reverted one fix from the 1.2.1 change log to resolve the crash.
This following item will now be revisited in the new year:
[Blueprint deployment] Fixed a rare issue where blueprints would be deployed very very far from the correct position.
The issue was caused when a ship was deployed on or while standing on a construct that the client no longer deemed in existence, this usually means that the construct unloaded. This can likely be avoided by ensuring the construct you're deploying a blueprint onto is both rendered and in your field of view until the construct is fully deployed.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.2.1
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.2.1. Changes are below:
Bug Fixes
Wrecks will no longer continue to be advertised once a player renames them or enters ‘build mode’ on the wreck.
[Challenges] Air Delivery Challenge and Space Delivery Challenge: Fixed case where objectives would not complete after transferring items through a linked container from a long distance.
Fixed missing environment assets.
Fixed the size of active weapon details in Gunner Seat.
Fixed the cropped female avatar on the Novean Overview.
Fixed "view market page" not working in market container.
Fixed a bug preventing players to change primary container if the current one is deleted.
Fixed a bug where constructs would not register as idle properly and escape the Aphelia inactive asset requisition timer.
Reverted:[Blueprint deployment] Fixed a rare issue where blueprints would be deployed very very far from the correct position.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
[Gunnery Tutorial] With the new tactical map, there are some inconsistencies in the Gunnery Tutorial. The tutorial still works, but the steps that describe the periscope (now replaced by the tactical map) are out of date.
We are aware of an issue that occasionally results in a desynchronization causing ships to appear in places they are not supposed to be in, or suddenly disappear from their current location. Causing players to sometimes have their ship appear to have moved away from them. Additional tooling to investigate the issue has been added in order to assist us in identifying the issue. In the event that it should occur to you, please submit a support ticket with the exact time and date of the event, including the name and owner of the construct and a client log file of the session where the incident occurred.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.2.0
Hello Noveans,
We've deployed a new update. Dual Universe is now in version 1.2.0 which brings new features such as a tactical map, alien cores, a new planet and changes to wrecks and asteroids.
New features
A new "tactical map" is available in gunner seats & in widget radar.
This tactical map re-uses the system map visual tech to provide a tactical display of surrounding constructs detected by your active radar.
You can drag the mouse to rotate the map, and zoom in/out.
You can interact (right click) with displayed construct marks (identify & engage the target for example).
The map uses simplified construct icons.
The shape denotes the type of construct, static/space/alien constructs are represented as a diamond, dynamic constructs are represented as a triangle.
Color of the central shape indicates the threat level of the construct. Orange indicates that you were identified by this construct, blinking red indicates you are under attack from this construct.
A social indicator is visible around the shape, the color depends on the type of social link between the construct owner and you. Green are your own constructs, blue are constructs with an organization relationship, pink are constructs with a matching transponder.
Matching transponders now act as a social feedback in-game, within marks & in the tactical map.
The Icons under the target plane of the system map (& tactical map) are now occluded by that target plane.
Space wrecks are now broadcast on the system map.
The coordinates given are approximate and a radar will be required to hone in on the exact position of the wreck.
New Planet: Talemai
A new version of Talemai returns as a frozen world marred with ancient lava flows that still glow red with heat from the world beneath.
New planet and 3 moons.
6 new markets and a new mission construct.
20 new Aphelia Hauling missions, on, from and to Talemai.
Added Talemai and its moons to the Lua Atlas.
New Ore Pools.
Resources available on Talemai: Coal, Hematite, Quartz, Natron, Garnierite, Kolbeckite.
Resources available on Talemai Moon 2: Hematite, Quartz, Bauxite, Limestone, Pyrite, Cryolite.
Resources available on Talemai Moon 3: Coal, Hematite, Bauxite, Malachite, Acanthite, Gold nuggets.
Resources available on Talemai Moon 1: Coal, Quartz, Bauxite, Chromite, Garnierite, Cobaltite.
New spawn system for asteroids
There is no longer a "global cycle" for asteroids. Now, each asteroid spawns and has its own lifetime. UI is adapted, and no longer indicates the "end of cycle" date (since it no longer exists). Each asteroid has its lifetime remaining displayed.
The "discovered" category is gone. The publish date of an asteroid is now undisclosed, except for players who have "discovered" the asteroid (including not only the "first one to discover the asteroid", but also all people who land on the asteroid.)
The broadcast category remains with asteroids still being broadcast X minutes after first being discovered. The difference now is that only the people who discovered the asteroid will know that the asteroid is discovered and that the asteroid will be broadcast at a stated date.
The rarity of an asteroid is known only if the asteroid is broadcast, or for its "discoverers”.
Two alien cores have appeared
Alien core "Alpha" - Roughly positioned between Teoma (290SU) and Talemai (286SU) and 420SU from alioth.
Relic Plasma Duo - 2 per cycle.
Relic Plasma Quattuor - 1 per cycle.
Ilmenite - 100L base per cycle.
Rhodonite - 100L base per cycle.
Alien core "Gamma" - Roughly positioned between Talemai (265SU) and Jago (265SU) and 430SU from alioth.
Relic Plasma Sex - 1 per cycle.
Relic Plasma Octo - 2 per cycle.
Columbite - 100L base per cycle.
Vanadinite - 100L base per cycle.
Balancing Changes
Asteroids balancing changes
An additional 50 t1 asteroids will spawn over the same period of time.
A higher percentage of all t1 asteroids will spawn in safe zones as opposed to pvp zones.
Space Wrecks balancing changes
An additional 70 wrecks will spawn over the same period of time, spread across tier 1 to 4 wrecks.
The existing wrecks have been renamed “Unknown Wreck”, the next ones that spawn will have a random name.
Added a new space fuel: Kergon X5. The crafting recipe for this fuel consists of tier 1 materials.
90 Pure Silicon
90 Pure Carbon
90 Pure Iron
90 Pure Aluminium
45 Oxygen
45 Hydrogen
Adjusted the value of the Aileron Parts mission from 180.000 reward down to 160.000 reward.
Improvements
Updated intro cinematic to include our new logo.
Focus 2FA field when the login UI displays the 2FA field.
Changed context menu style so that hovering over a line doesn't change the line font weight which could result in the line width changing. This will improve some cases, for specific resolutions, in which the sub menu would switch sides, making the action unavailable.
Sliders in settings now have their label value updated even when not releasing the mouse. The setting is still saved only when releasing the mouse.
Marks now use localized SU labels. (to align with the UI label used).
[Avatar panel] Save change button and cancel change button are now available only if a change has occurred.
Market overview "No result for this search" display is now correctly hidden in some cases.
[Lua] Added maxStaticAltitude to the Lua Atlas.
Claiming a territory now stops all mining units on it.
[UI] Added Pets icon in the Novean Overview Panel tab.
Bug Fixes
[Element Move Tool] Fixed element preview display glitches.
[Pet] Fixed pet reappearing after being dismissed.
Fixed an issue where the link line goes to Alioth’s North Pole if no element or construct is raycasted.
Fixed a bug that prevented picking up dispensers.
[UI] Fix display of "error item" when setting construct or territory RDMS rights.
[Decors] Restored missing decors (i.e. trees and shrubs), including imposters (i.e. trees and shrubs seen at a distance).
[Lua] Fixed Lua script not loaded properly when deploying a previously collected control unit.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
[Gunnery Tutorial] With the new tactical map, there are some inconsistencies in the Gunnery Tutorial. The tutorial still works, but the steps that describe the periscope (now replaced by the tactical map) are out of date.
We are aware of an issue that occasionally results in a desynchronization causing ships to appear in places they are not supposed to be in, or suddenly disappear from their current location. Causing players to sometimes have their ship appear to have moved away from them. Additional tooling to investigate the issue has been added to this version in order to assist us in identifying the issue. In the event that it should occur to you, please submit a support ticket with the exact time and date of the event, including the name and owner of the construct and a client log file of the session where the incident occurred.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.1.2
Hello Noveans,
This change log was slightly delayed due to a failed publish, however here are the most recent changes.
Dual Universe is now in version 1.1.2. Changes are below:
Improvements
The talents related to schematics are now active while in a surrogate session.
Bug Fixes
Fixed an exploit related to schematics.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.1.1
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.1.1. Changes are below:
Improvements
Editable names (constructs and elements) are no longer allowed to contain spaces at the beginning and at the end, nor can they contain more than one consecutive space.
Crash Fixes
[Deploy Ground Element Tool] Fixed a random crash when deploying core units.
Fixed a freeze when opening an industry unit, then opening a transfer unit and vice-versa. And in the process also potentially fixed other freezes related to item tree components of the UI.
Bug Fixes
Fixed a bug where radar would stop working after leaving and re-entering a seat or cockpit.
Fixed Territory scanner sound remaining after stopping it.
Restored Territory scanner state when relogging.
[Challenges] Air Delivery Challenge and Space Delivery Challenge: Fixed a progression block after resetting the challenge during the player's game session.
Known Issues
[Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!