Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie warning that radiation may flood, Drones with more & less slots, adjusted drone veering to make more sense, gameplay updates! Exclamation marks!! The full list below :)
Mac/Linux users: we're still working on some of the early bugs reported, next update we'll officially tick on the mac/linux boxes :)
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 "[v0.31]" at the beginning of the title.
(WARNING: THIS UPDATE MAY RESET YOUR DATA. 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!
Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.
Added: New walls and tiles based on ship type
Added: Audio indicators for possible pending radiation leak
Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
Added: Dead enemy models - better able to tell an alive enemy from a dead one!
Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.
Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
Minor Add: ‘time’ command that returns the current mission time
Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
Changed: Alias UI
Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized
Change: the slime enemy has a new look
Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
Change: Airlock with a seal about to break now blinks
Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
Major Fix: Commandeering a Medical Ship with a Quarantine Bypass
Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
Fixed: Bug when resetting from in-game causing crash later on
Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap
Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
Fixed: At some point the “schematic view lost” event stopped working. Added back in.
Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
Removed: All references to Constellations.
Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).
Thanks!
-Tim Keenan (Duskers creator guy)
Duskers hotfix (v0.311) for "future" branch
See v0.31 for all the exciting stuff, this is a quick fix for some issues you guys found over the weekend :)
v0.311 (minor hotfix for v0.31)
Fix: Allow parenthesis (for optional arguments) to be typed in alias editor
Fix: Can no longer get Fuel from broken Fuel Access Points no longer
Update: Added countdown and player count to Challenge Leaderboards
Update: Include score for towed back drones in challenges
Update: Don’t allow player to Reset when in a challenge
Fix: Audio fixes (drone static and room ambiance)
Update: copy audio setting over when running challenge modes
Duskers v0.31 is now in the "Future" branch. Beta is here (almost)!
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).
Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie waning that radiation may flood, Drones with more & less slots! Exclamation marks!! The full list 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 "[v0.31]" at the beginning of the title.
(WARNING: THIS UPDATE MAY RESET YOUR DATA. 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!
Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.
Added: New walls and tiles based on ship type
Added: Audio indicators for possible pending radiation leak
Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
Added: Dead enemy models - better able to tell an alive enemy from a dead one!
Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.
Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
Minor Add: ‘time’ command that returns the current mission time
Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
Changed: Alias UI
Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized
Change: the slime enemy has a new look
Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
Change: Airlock with a seal about to break now blinks
Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
Major Fix: Commandeering a Medical Ship with a Quarantine Bypass
Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
Fixed: Bug when resetting from in-game causing crash later on
Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap
Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
Fixed: At some point the “schematic view lost” event stopped working. Added back in.
Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
Removed: All references to Constellations.
Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).
This update is mostly about us reworking the way the story will be told. As such there are still a lot of story paths missing, and those that are there will trail off at various points, but we'd love to hear your thoughts on what you find! Most of the logs can be found in random order affecting the way you experience the story and objectives.
We've also added in a few new dangers, because what would a Duskers update be without new ways for drones to die, the full list 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 "[v0.302]" at the beginning of the title.
(WARNING: THIS UPDATE WILL RESET YOUR DATA. 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!
Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude, or indicate they are incomplete)
Added: Possible condition limiting docking to some Outposts by certain Ship Types
Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
Added: New logs and complete replacement of old Objectives
Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating. Think of it as personality ;)
Added: Chance of a door breaking when a room is exposed to a vacuum
Added: New airlock seal fail event where airlocks will break open (with warning!)
Added: New types of ships
Change: All new loading screen with a progress bar
Change: Objective and Log UIs merged into a single UI
Change: All logs have been cleaned up, headers standardized, colorized, etc
Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
Minor Change: Logs are wider to display more information
Fixed: Fuel Accesses were sometimes missing from ships
Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
Minor Fix: Removed “Age” from stargates on the galaxy view side-bar
Thanks!
-Tim Keenan (Duskers creator guy)
Duskers v0.30 is now in the "Future" branch. The story begins...
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). Sadly this wont make it into the default branch before the holidays, we just don't have time enough to test it.
This update is mostly about us reworking the way the story will be told. As such there are still a lot of story paths missing, and those that are there will trail off at various points, but we'd love to hear your thoughts on what you find! Most of the logs can be found in random order affecting the way you experience the story and objectives
We've also added in a few new dangers, because what would a Duskers update be without new ways for drones to die, the full list 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 "[v0.30]" at the beginning of the title.
(WARNING: THIS UPDATE WILL RESET YOUR DATA. 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!
Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude, or indicate they are incomplete)
Added: Possible condition limiting docking to some Outposts by certain Ship Types
Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
Added: New logs and complete replacement of old Objectives
Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating. Think of it as personality ;)
Added: Chance of a door breaking when a room is exposed to a vacuum
Added: New airlock seal fail event where airlocks will break open (with warning!)
Added: New types of ships
Change: All new loading screen with a progress bar
Change: Objective and Log UIs merged into a single UI
Change: All logs have been cleaned up, headers standardized, colorized, etc
Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
Minor Change: Logs are wider to display more information
Fixed: Fuel Accesses were sometimes missing from ships
Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
Minor Fix: Removed “Age” from stargates on the galaxy view side-bar
Thanks!
-Tim Keenan (Duskers creator guy)
Duskers Update #11: Ship Just Got Real! (v0.292) Commandeering never mattered so much...
This update is all about the ships... commandeering them really. We've added some "permanent" ship upgrades that are specific to certain ship types, some ships recharge more P-fuel, new ship icons for each type, Fuel Depots, etc. etc. Much more but the list is 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 "[v0.292]" at the beginning of the title.
(WARNING: things are most stable if you start a new run (Reset) after updating. 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: 5 permanent ship upgrades types. They are new (never before seen), specific to certain ship types, and are fixed (can’t be uninstalled, purchased, etc).
Change: A ship’s rechargeable P-Fuel maximum varies from ship to ship. Use the ‘info’ command on a fuel access point to see ship’s max.
Added: Ability to see new ship’s maximum scrap capacity BEFORE boarding
Major Change: Brand new Commandeer UI with more information to aid in comparing old and new ships
Added: New ship icons added for various ship types on various UIs
Major Change: Not all ship types can be commandeered. Specifically Space Stations and Fuel Depots.
Added: Fuel Depots (derelict type)
Major Change: Slots for installed ship upgrades break over time (not just the ship upgrades, themselves). Can be repaired when not fully broken from the Modification UI.
Commandeered ship slots start in varying health states.
Fix: Any 0HP drones in the fleet when boarding are DISABLED when a ship is boarded. A warning message is displayed if one or more drones in fleet in this condition (message can be turned off under the Difficulty submenu).
Fix: Using the teleporter or Transporter will avoid enemies in a room (will place you in a location not occupied by an enemy)
Change: Transporter now only takes wear and tear if actually used (using the ‘transport’ command)
Minor Add: Hints for beginners on usage for three of the normal ship upgrades (Power manager, Reroute Power, and Transport [in addition to the Transport hint specific to Outposts])
Added: New Modification Menu updates for new ship mods and to repair ship upgrade slots
Minor Change: Orbit lines in a system view now a little less erratic (objects tend to orbit in the same direction). Only applies on existing players after a Reset or Clear, and only affects the UI (no game logic changes).
Minor Change: On the Commandeer UI, Use ENTER and ESC instead of the O and C keys
Fix: Slime-only galaxies (where entire galaxy has only slime on all ships) is fixed
Fix: Sometimes a drone looted from one ship was missing in the boarding fleet when visiting the next ship.
Minor Fix: Modification UI now shows the maximum scrap allowed on your ship
Minor Fix: Allow items to be scrapped even when they would exceed the maximum scrap allowed so that any small remaining room in scrap can be filled (anything above the max capacity will be lost - you will get a warning before losing the excess scrap)
Minor Fix: Using CTRL+DOWN in the Console after having typed a partial command clears the command line (instead of moving to the top of the history).
Minor Warning: If you are still on the Halloween skin, you will be changed back to Default in this version. You are welcome to change the skin back to Halloween if you still want to play with that look.
Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
Fix: Choose a starting ship (for the player) to be of a type that is commanderable
Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered
Minor Fix: When towing conflict occurs, use drone names rather than ID to avoid command confusion
Minor Fix: Items that had been seen but not scanned were being reported on shipscan
Minor Add: Color to "{perm}" in 'info' (for perm ship upgrades) to make easier to see
Thanks!
-Tim (Duskers creator guy)
Duskers hotfix (v0.291) for "future" branch
Just some quick fixes to the v0.29 pushed out into the "future" branch earlier this week. Thanks for testing and please let us know if there are other issues!
<*>Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
<*>Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
<*>Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
<*>Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
<*>Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
<*>Fix: Choose a starting ship (for the player) to be of a type that is commanderable
<*>Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
<*>Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
<*>Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
<*>Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
<*>Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered
Starting the Duskers v0.29 "future branch" live stream, now-ish
http://www.twitch.tv/misfitsattic
Duskers v0.29 is now in the "Future" branch. Awwww ship...
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). Hopefully by next week if you guys deem it stable we'll move it to the default branch (which everyone is on by default).
This update is all about the ships... commandeering them really. We've added some "permanent" ship upgrades that are specific to certain ship types, some ships recharge more P-fuel, new ship icons for each type, Fuel Depots, etc. etc. Much more but the list is 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 "[v0.29]" at the beginning of the title.
(WARNING: things are most stable if you start a new run (Reset) after updating. 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: 5 permanent ship upgrades types. They are new (never before seen), specific to certain ship types, and are fixed (can’t be uninstalled, purchased, etc).
Change: A ship’s rechargeable P-Fuel maximum varies from ship to ship. Use the ‘info’ command on a fuel access point to see ship’s max.
Added: Ability to see new ship’s maximum scrap capacity BEFORE boarding
Major Change: Brand new Commandeer UI with more information to aid in comparing old and new ships
Added: New ship icons added for various ship types on various UIs
Major Change: Not all ship types can be commandeered. Specifically Space Stations and Fuel Depots.
Added: Fuel Depots (derelict type)
Major Change: Slots for installed ship upgrades break over time (not just the ship upgrades, themselves). Can be repaired when not fully broken from the Modification UI.
Commandeered ship slots start in varying health states.
Fix: Any 0HP drones in the fleet when boarding are DISABLED when a ship is boarded. A warning message is displayed if one or more drones in fleet in this condition (message can be turned off under the Difficulty submenu).
Fix: Using the teleporter or Transporter will avoid enemies in a room (will place you in a location not occupied by an enemy)
Change: Transporter now only takes wear and tear if actually used (using the ‘transport’ command)
Minor Add: Hints for beginners on usage for three of the normal ship upgrades (Power manager, Reroute Power, and Transport [in addition to the Transport hint specific to Outposts])
Added: New Modification Menu updates for new ship mods and to repair ship upgrade slots
Minor Change: Orbit lines in a system view now a little less erratic (objects tend to orbit in the same direction). Only applies on existing players after a Reset or Clear, and only affects the UI (no game logic changes).
Minor Change: On the Commandeer UI, Use ENTER and ESC instead of the O and C keys
Fix: Slime-only galaxies (where entire galaxy has only slime on all ships) is fixed
Fix: Sometimes a drone looted from one ship was missing in the boarding fleet when visiting the next ship.
Minor Fix: Modification UI now shows the maximum scrap allowed on your ship
Minor Fix: Allow items to be scrapped even when they would exceed the maximum scrap allowed so that any small remaining room in scrap can be filled (anything above the max capacity will be lost - you will get a warning before losing the excess scrap)
Minor Fix: Using CTRL+DOWN in the Console after having typed a partial command clears the command line (instead of moving to the top of the history).
Minor Warning: If you are still on the Halloween skin, you will be changed back to Default in this version. You are welcome to change the skin back to Halloween if you still want to play with that look.