Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.
Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Added: Daily Challenges can now have ship upgrades to mix things up
Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
Change: Limit number of rooms with an inconclusive motion signal to at most 50%
Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
Fixed: Don't show drone left behind on mission summary
Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.
-Tim (Duskers Creator Guy)
Duskers v1.04 is now in the "Future" branch
Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Please let us know your thoughts/feedback on any of these things below!
Added: Daily Challenges can now have ship upgrades to mix things up
Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
Change: Limit number of rooms with an inconclusive motion signal to at most 50%
Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
Fixed: Don't show drone left behind on mission summary
Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.
-Tim (Duskers Creator Guy)
Duskers 1.03 is LIVE!
New difficulty options, color-blind option, repair your schematic video feed & more.
Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.03]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
Fix: Some Internal Processing Errors when using ‘tow’
Fix: When pressing ‘backspace’ on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
Fix: If either (or both) ‘begin’ and ‘end’ alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
Minor Fix: swarm enemy was able to chew through door before mission started.
-Tim (Duskers Creator Guy)
Duskers v1.03 is now in the "Future" branch
New difficulty options, color-blind option, repair your schematic video feed & more.
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.03]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Please let us know your thoughts/feedback on any of these things below!
Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
Fix: Some Internal Processing Errors when using ‘tow’
Fix: When pressing ‘backspace’ on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
Fix: If either (or both) ‘begin’ and ‘end’ alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
Minor Fix: swarm enemy was able to chew through door before mission started.
-Tim (Duskers Creator Guy)
Duskers 1.02 is LIVE!
So we wanted to get some fixes out there for bugs that the launch exposed, and hopefully not cause any new bugs!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.02]" at the beginning of the title.
(WARNING: OLD DATA MAY CAUSE ODDNESS. If you are in the middle of a run a RESET is ideal but not required. If you want to temporarily go to the last/old version (not recommended), see THIS post)
Please let us know your thoughts/feedback on any of these things below!
Fix: Possible cause of players losing saves. After dying, the 'Restart' option (wrong name) was executing old code. Renamed to Reset and used the updated Reset code.
Added: Additional ship slot validation logic added based on a state a player's data had gotten into. We also try to apply it automatically to minimize needing to go to the main main menu to validate/repair.
Added: Hint when ship begins deteriorating that you can commandeer
Fix: Don't allow Drone to continue firing at an enemy in another room when the door is closed between them.
Remove: Message telling player they are out of fuel EXCEPT in weekly challenge. This had a couple issues where it triggered incorrectly - also was the cause of some hang errors after leaving ships
Fix: Don't allow players to dock to an airlock that isn't yet on the schematic.
Fix: When viewing another system, pressing 'T' was draining P-Fuel as if you had actually traveled.
Fix: Cases where patrol bots could shoot/move through closed doors
Fix: Swarms were sometimes visible when entering boarding ship while on SV
Universal Linux build (separate 32 & 64 bit builds)
Added: FS/Windowed toggle to Linux (ALT+ENTER or SHIFT+ALT+ENTER)
Add: -alias-disablectrl command line option to disable the CTRL on the Alias window (interferes with Scandinavian keyboards, which use CTRL to access keys like '$')
Change: Allow mapping of arrow keys (in Unity Launcher)
Fix: Make sure 1st transportable room is clear of large debris and has at least one size that is 3 to make sure player isn't blocked from boarding an outpost.
Added Upgrade Wear & Ship Wear to strategy menu
Updated Semicolon tip text
Help text has been clarified for many commands
Other minor fixes
Thanks!
-Tim (Duskers Creator Guy)
Duskers v1.02 is now in the "Future" branch
So we wanted to get some fixes out there for bugs that the launch exposed, and hopefully not cause any new bugs!
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.02]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Please let us know your thoughts/feedback on any of these things below!
Fix: Possible cause of players losing saves. After dying, the 'Restart' option (wrong name) was executing old code. Renamed to Reset and used the updated Reset code.
Added: Additional ship slot validation logic added based on a state a player's data had gotten into. We also try to apply it automatically to minimize needing to go to the main main menu to validate/repair.
Fix: Don't allow Drone to continue firing at an enemy in another room when the door is closed between them.
Remove: Message telling player they are out of fuel EXCEPT in weekly challenge. This had a couple issues where it triggered incorrectly - also was the cause of some hang errors after leaving ships
Fix: Don't allow players to dock to an airlock that isn't yet on the schematic.
Fix: When viewing another system, pressing 'T' was draining P-Fuel as if you had actually traveled.
Fix: Cases where patrol bots could shoot/move through closed doors
Fix: Swarms were sometimes visible when entering boarding ship while on SV
Universal Linux build (separate 32 & 64 bit builds)
Added: FS/Windowed toggle to Linux (ALT+ENTER or SHIFT+ALT+ENTER)
Add: -alias-disablectrl command line option to disable the CTRL on the Alias window (interferes with Scandinavian keyboards, which use CTRL to access keys like '$')
Change: Allow mapping of arrow keys (in Unity Launcher)
Fix: Make sure 1st transportable room is clear of large debris and has at least one size that is 3 to make sure player isn't blocked from boarding an outpost.
Added Upgrade Wear & Ship Wear to strategy menu
Updated Semicolon tip text
Help text has been clarified for many commands
Other minor fixes
-Tim (Duskers Creator Guy)
Duskers 1.0 is LIVE!
To celebrate, here's the Launch Trailer and printable Drone Operator's Manual :)
http://steamcommunity.com/sharedfiles/filedetails/?id=686967578
It's been an amazing 9 months in Early Access with you guys, even longer with some of you that were playing before Steam. Thank you for all the help the game wouldn't be what it was without you guys, just look at threads like THIS where you helped us fix a major design problem with over 200 messages in that thread :)
If you think Duskers is worth the price, over the next few weeks let people know! You're our marketing dept, and we sure would like to make a third game :) We're also hoping we can add more to Duskers post 1.0, we have a long list!
So thanks for all the love & support, hope you enjoy 1.0! :)
- Tim Keenan (Duskers Creator Guy)
Duskers v0.39 is now in the "Future" branch
As promised, frequent future updates :)
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.39]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Please let us know your thoughts/feedback on any of these things below!
Added one time warning if player uses “aL” instead of “a1”
Fix Hud static setting bugs
Fixed challenge scoring display and leaderboard display
Fixed issue where playing challenges could mess up your normal universe data
Lots of other small fixes
-Tim (Duskers Creator Guy)
Duskers v0.38 is now in the "Future" branch
As promised, frequent future updates :)
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.38]" at the beginning of the title.
(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
Please let us know your thoughts/feedback on any of these things below!
New “dronenames.txt” that we will draw drone names from if you fill it in (will appear next to alias.txt)!
1000+ new ship/outpost/galaxy/system names, thanks to all who contributed!
slime now correctly un-hibernates after sonic
Home key now returns you to your ship when off viewing other maps
Strategies now pop up beginning of 3rd run rather than 4th
Linux gets a proper game Icon :)
Removing exploits :)
Fixing inventory dimming, selection, & other issues
PageUp/Down support all over the place
Lots of other small fixes
-Tim (Duskers Creator Guy)
Duskers 1.0 Launching May 18th (1 week!)
It's been an amazing 9 months in Early Access with you guys, even longer with some of you that were playing before Steam. Now it's time to get Duskers out to the rest of the word and we could use your help. First, by reporting any bugs/issues in the "Future" branch.
Second, if you think Duskers is worth the price, over the next few weeks let people know! You're our marketing dept, and we sure would like to make a third game :) We're also hoping we can add more to Duskers post 1.0, we have a long list!
Anyway, the game wouldn't be what it was without you guys, just look at threads like THIS where you helped us fix a major design problem with over 200 messages in that thread :)
So thanks for all the love & support, now let's get this game out to the public :)