Welcome to Entropy's first Major Feature Update! Hostile Takeover introduces the faction conflict system, allowing Pilots who have taken a contract with one of the 'Big Three' megacorporation’s to struggle for control of the Confederation's Frontier star systems.
HIGHLIGHTS
Tension and Stability - corporate players can destabilise Frontier systems administered by rivals and maintain control of their corporation's systems
Crises - destabilising a Frontier system triggers a Crisis, during which the system's Station is vulnerable to attack
New Frontier Stations - revised and expanded Stations that serve as the focus for control of Frontier systems in crisis
Pilots can now for the first time participate in faction PvP warfare events which truly matter within the universe. Members of the ‘Big Three’ megacorporation’s can now participate in actions within the frontier systems in-order to de-stabilise the frontier systems and send them into Crisis.
Once a frontier system has entered Crisis, Pilots can engage in player versus player combat within that system. If the attacking megacorporation is to succeed, it must cripple that systems station by disabling the station core before the Crisis ends. Members of the opposing megacorps can increase and decrease the duration of crisis by defeating players of the opposing megacorp anywhere in the system except the station sector.
Stations are protected by several turrets and weapon platforms consisting of several turrets protected by a central shield generator. In addition to this Stations also have various emplacements which provide their defences with passive bonuses, disabling these weaken the Station’s defences.
We would like to invite all Early Access players to provide us with feedback with regard to this update, with a focus on your opinions on how fund you find the tension system, Crisis, and the Faction Conflict system overall.
We plan to refine the system over the next few weeks and months with your feedback taken as a key consideration!
Design Discussion: Entropy's Setting and the Megacorporations
Want to know more about the world of Entropy and the 'Big Three' megacorporations that currently dominate its politics?
See the latest Design Discussion threads on the forums to get an overview of our current ideas, and then get involved and help us shape and develop a unique and interesting setting for Entropy!
Interested in finding out what new features and game systems will be coming to Entropy as development continues? Want to get involved and help us make a better game?
Our new series of Design Previews are intended to let you do both. In our first instalment, get the inside scoop of the upcoming Faction Conflict system and let us know what you think about it:
[URL="http://steamcommunity.com/gid/103582791434891300/announcements/detail/1822008338231596249"]Cartels have now launched in Entropy![/URL] Now is a great time to get together and form your Cartels in anticipation to the upcoming PvP and Cartel content!
You can read more about what's coming up soon in the [URL="http://steamcommunity.com/gid/103582791434891300/announcements/detail/1820881082949117181"]"On The Event Horizon"[/URL] post.
Form a Cartel today and recruit at least 10 members to participate in the Cartel Gold Rush Event!
Compete against all other Cartels on your Entropy Server to top the Cartel Leader boards across the following categories:
[LIST]
<*>PvE Kills
<*>Mined
<*>Salvaged
<*>Money Gained
[/LIST]
The Cartel’s with the top scores in each of these categories will be eligible for the following rewards at the end of the Event. Scores will be calculated based on the “Last Week” filter at the end of the event.
Event Start/End
[B]Start:[/B] Monday 3rd March 2014 (11:00AM GMT)
[B]End:[/B] Monday 10th March 2014 (11:00AM GMT)
Event Rewards:
1st Place: The Top Cartel in each category on each server will be invited to a 30 minute conversation with the developers!
Top Three Top 3 Cartels in each category on each server will be featured in the next update announcement!
The rest is up to you! Will your corporation focus on Combat, Mining, Trading, or a mix of all three?
Have a Safe Flight!
Kind Regards,
Your Entropy Team.
Entropy Release Notes - 25 Feb 2014
GENERAL
When a character is deleted, their name will now also be deleted, allowing the same name to be reused on a new character
As part of the above change, all names that up until now had been taken by deleted characters should now be available again
All icons and bindings that open a window should now act as toggles - using them while the window is open should close the window
The cockpit view (default hotkey [noparse][U][/noparse]) is now persistent - if you leave a Sector while in the cockpit view, you should still be in cockpit view when you next enter a Sector
Various aspects of client rendering and physics have been optimised and you may see an increase in performance, depending on the specification of your computer
CARTELS
All basic Cartel functionality has been revised, and should now function correctly, including invites, the Cartel window and Cartel chat
The locations where Cartels can be created vary according to the faction status of the player
Independent Pilots can create Independent Cartels at any Station
Corporate Pilots can create Corporate Cartels at the Corporate HQ Station of their megacorp (Arenev for Renon, Ichetic for Transgate and Borra for Shoten)
Pirate PIlots can create Pirate Cartels at any of the three Independent Stations
All Cartel members should be able to see the Cartel member list and Cartel chat
The text colour of the Cartel chat channel has been changed to improve visibility
Cartel membership should no longer be wiped when an Update is applied to the game
CARTEL LEADERBOARDS
Cartels have been added to the Leaderboards
Click the 'Cartels' button in the Leaderboards to see the rankings for Cartels, click the 'Players' button to see the rankings for individual players
In this initial implementation, Cartels are ranked in the same categories as individual players, based on the total accomplishments of all players in the Cartel
MARKET
When fulfilling an existing Buy Order, Station Tax will now be deducted from the income from the sale, rather than being charged 'up front'
When an Order you created expires or is cancelled, you will now be refunded any 'unused' Station Tax you paid when creating the Order (note that this only applies to Station Tax - Market Fees for creating an Order are non-refundable)
It is no longer possible to undock from a Station while you have items awaiting collection in the Station's Market Warehouse - all items awaiting collection must be removed from the Market Warehouse and placed in cargo, your personal warehouse on the Station, or discarded before you will be given clearance to undock (if you buy something, be sure you have somewhere to put it or the Credits to buy more space for it)
When fulfilling an existing Buy Order by clicking on the Order's 'Sell' button in the Demand pane, items in your warehouse on the Station should now be recognised as available to sell, in addition to items in your cargo hold
Several aspects of the Market GUI have been revised and updated
When the Market window is opened, it will default to showing all existing Buy and Sell Orders at the Station
The display of Orders can be filtered by clicking the Categories and Subcategories on the left-hand side of the Market window to select and unselect them - the Supply and Demand panes will update to show only the orders than match the currently selected categories and Subcategories
Clicking on a column heading in the Supply and Demand panes will now sort the currently displayed orders according to that column (click on the same heading a second time to reverse the sort order). The column currently being used to sort the orders (and the order of the sorting) is indicated by a small white arrow icon
The Supply and Demand panes of the Market window will now show scroll indicators when there are more orders than can be displayed at the current window size
The 'Sell' buttons for existing Buy Orders in the Demand Pane are now highlighted or greyed according to whether you have any of the appropriate item type in your cargo hold or warehouse on the Station (note that items in Secure Cargo are not counted, in order to prevent the accidental sale of Secured items)
The display of Market Fees and Station Taxes in the Order Creation and Order Fulfilment pop-ups has been clarified
When you fulfil an existing Sell Order, the Order Fulfilment pop-up window now has three buy buttons - the first buys the items and places them in the Market Warehouse for collection, as before, while the other two allow you to buy the items and place them directly in your current ship's cargo hold or your warehouse on the Station, assuming you have enough space available
Whenever you have items awaiting collection in the Market Warehouse, its icon will flash
CHAT
It is now possible to resize the Chat window by clicking and dragging its upper-right corner (it currently gets reset to default when changing area, but this will be addressed in a future update)
The Chat window log can now be scrolled, to view earlier messages
Channel selection in the Chat window is now persistent - you will stay in the same Channel when moving from one area to another
BUG FIXES
Fixed bug that could cause character data from previous character to appear for the next character after logging out to character selection
Fixed broken Void Gates (we think we got all of them, but please let us know if we missed any)
Fixed Medical Supplies having 'Refuel' option
Fixed Cooldown behaviour for toggle abilities
Fixed Cargo Scanner on System Map
Fixed broken resizing on several GUI windows
Fixed NPC AI bug that could cause NPCs in the same group to 'aggro' on each other
IMPORTANT: Upcoming change to Market Warehouses
Greetings, pilots!
In next week's Update to Entropy, the functionality of the Market Warehouse (where items you have purchased from a Station's Market are placed for you to collect) will be changed.
Following the Update, it will no longer be possible to undock from a Station when you have items awaiting collection in the Station's Market Warehouse. All such items will have to be moved into the cargo hold(s) of your ship(s), your personal Warehouse on the Station or discarded before you will be allowed to undock.
In order to avoid any issues, we recommend that any players who are currently using any Market Warehouses to 'store' large quantities of items take this opportunity to move items around and/or purchase additional Warehouse space to store them.
The Update containing this change is currently scheduled to be applied on Tuesday, 25 February.
Entropy Release Notes - 11 Feb 2014
GENERAL
Corporate NPCs can now attack and be attacked by Pirate players in Developed (green) star systems (note that this change does not affect the PvP engagement rules, just the PvE engagement rules)
SYSTEM MAP - SENSORS & DETECTION
A new Sensors & Detection system has been implemented on the System Map
All ships and other objects on the System Map with sensors have a Sensor Radius. The larger the Sensor Radius, the longer the range at which other objects can be detected and identified
A ship's Sensor Radius is based on its Sensors rating
All ships, uncharted ('temporary') Sectors and other detectable objects on the System Map now have a Signature Radius. The larger the Signature Radius, the easier an object is to detect
A ship's Signature Radius is based on its Mass (which increases Signature Radius) and its ECM rating (which decreases Signature Radius)
Your ship's Sensor Radius is displayed on the System Map as an orange dashed circle around it, and its Signature Radius is displayed as a blue dashed circle around it
When your ship's Sensor Radius intersects the Signature Radius of another object on the System Map, your sensors will Detect the object and display its position as a 'blip' on the System Map
When the distance between your ship and a 'blip' gets low enough, your sensors will Identify the object, and you'll see full details about it
Once an object has been Identified by your sensors, it will remain Identified while it remains 'in sight' on the System Map
Ships that remain stationary on the System Map are significantly harder to detect - 5 seconds after coming to a halt, a ship's Signature Radius is reduced, and remains at the lower level until the ship moves again
MISSIONS
New Delivery missions have been implemented and can be found on the Missions Boards at all Stations
Delivery missions require you to deliver passengers or freight from the Station where you accept the mission to the Station in another system
Accepting a Freight Delivery mission will place a freight item in your ship's cargo hold (note that you must have enough cargo space available for the freight or you will not be able to accept the mission)
Accepting a Passenger Delivery mission will place the passengers aboard your ship (note you must have enough Passenger Capacity available for the passengers or you will not be able to accept the mission. See Ships - Passengers & Cabins, below, for more details about passengers)
Delivery missions are completed automatically on docking at the Station in the appropriate system, with the freight and/or passengers aboard
Delivery missions have a Delivery Time
Completing a Delivery mission within the Delivery Time will award Freight or Passenger Rating points and earn a bonus to the mission rewards, depending on your current Rating (see Delivery Ratings, below, for more details)
Completing a Delivery mission 'late' (after the Delivery Time has expired) will not award any Freight or Passenger Rating points, and will earn only the base mission rewards
A Delivery mission can be failed by aborting the mission, losing the freight or passengers by being defeated while they are aboard, or (in the case of freight deliveries), discarding the freight item
The 'Clear Sector' missions have been revised and are now called 'Defeat Raiders' - to complete one of these missions, find the Mission Sector in the target star system and defeat the listed enemies
The 'Find a Thief' missions have been removed (they will be replaced with either a new mission type or an improved version in a future update)
SHIPS - PASSENGERS & CABINS
Ships now have a Passenger Capacity, which determines how many paying passengers the ship can carry
Passenger Capacity is displayed at the bottom of the Cargo window (default hotkey [H])
All current ships have a base Passenger Capacity of 0
Passenger Capacity can be added to a ship by purchasing and installing Passenger Cabins
Passenger Cabins are Hull modules that convert Cargo Capacity into Passenger Capacity by installing cabins in the ship's hold, and come in three 'sizes', offering +1, +5 or +10 Passenger Capacity
Passenger Cabin modules are supplied by Stations in all Developed (green) star systems (although Shipyards will typically have the highest supply)
Once a passenger boards your ship, they will remain in the ship until you either abandon the Passenger Delivery mission, are defeated in combat, or complete the Passenger Delivery mission
DELIVERY RATINGS
All characters now have two Delivery Ratings - one for Freight and one for Passengers - which rate the character's reputation and reliability for performing deliveries of the appropriate type
The lowest Rating is 0 and the highest is 10
Highly rated Pilots can charge a premium for their services - when completing a Delivery Mission within its Delivery Time, the Credit and XP rewards are increased by 10% per level in the appropriate rating (for example, a character with a Freight Rating of 3 earns a 30% bonus on XP and Credit rewards for Freight Delivery missions, as long as they complete the mission within the Delivery Time)
Characters earn Rating points by completing Delivery Missions within the Delivery Time
Characters lose Rating points by failing Delivery Missions
Rating points also decay slowly over time - the higher a character's Delivery Ratings, the harder they must work to maintain their Ratings
Earning enough Rating points will increase a Rating level
Your character's current Freight and Passenger Ratings are displayed in the lower-right of the Journal window - the Stars show your current Rating level (half a star per level), and the numbers beneath them show your current Rating points and the points required for the next Rating level (for example, 150 / 5000 means you have 150 points and need 5000 for the next Rating level)
GUI
Chat Window - text entry for the chat window now 'scrolls' as text is entered
Journal Window - the display of Faction Reputation and Notoriety has been updated to match the style of the new Delivery Ratings
LEADERBOARDS
The Leaderboards have been updated and improved, and should now be more reliable and accurate
Two new time periods have been added, This Week and This Month, showing the totals for the current calendar week and calendar month, respectively
The Leaderboards should now update at regular intervals:
Today is updated every 5 minutes, This Week is updated hourly, This Month and All Time are updated daily
Yesterday, Last Week and Last Month are updated at the end of each day, calendar week and calendar month, respectively
Note that the previous Leaderboard data was not compatible with the improved system, and so all Leaderboards have been reset with this update
BUG FIXES
Options settings should now save correctly between game sessions
The default key, mouse and joystick/gamepad bindings should now load automatically when the game is first started
The outbreak of void gremlins that had been installing cloaking devices on mineable asteroids has been viciously stamped out, and asteroids should once again be visible
Fixed several issues that may have been causing or contributing to crashes and lockups that players have experienced when starting the game (if you were suffering from these kind of problems, please let us know if you continue to experience them)
Fixed several issues that may have been causing or contributing to the 'FPS drop on being hit' problem that players have experienced in combat (if you were suffering from this problem, please let us know if you continue to experience it)
On the Event Horizon
Greetings, Pilots!
As promised in our announcement earlier this week, we want to share an overview of our current plans for the continued development of Entropy. As with everything we do on this project, we want and value your feedback, so please join in the community discussions and share your opinions with us.
There are several caveats we should make before getting to the good stuff:
Our development priorities can and will change according to a lot of different factors, one of the most important being the feedback and input from you, our Early Access players
As such, everything here should be considered 'provisional'. Even after being implemented, a new feature or game system might be revised or even removed, according to how well we and our Early Access players feel it's working
Similarly, this is not a complete or comprehensive list of everything we're working on or the exact order in which we plan to work on them - it's intended to highlight some of the things that we're most excited about, feel are most important, or have generated frequent questions and interest from our players
In order to help give you an idea of our current priorities, we've divided things into several categories - Ongoing, Up Next, and Further Out. As development continues and priorities change, we will look to provide up to date roadmaps at regular intervals.
ONGOING
These are things that we will be continuing to work on throughout the development of the game, in addition to adding new features and game systems:
Bug fixes
Performance improvements
Balance adjustments and tuning
Improvements and revisions to existing features and GUI
While not perhaps as 'exciting' as new features and game systems, these elements are all very important to making Entropy a great game - and are all areas where the testing, feedback and suggestions from our Early Access players is incredibly valuable.
UP NEXT
These are some of the new features and game systems that we are currently planning to focus on over the next few months:
FEATURES
Missions - new mission types, starting with missions to deliver freight or passengers, intended primarily to provide a source of XP and reliable income for 'trader' players
Sensors and Detection - new sensor and detection mechanics for the System Map, intended to introduce additional tactical gameplay on the System Map and make travel and exploration more interesting and engaging
System Map Abilities - new and modified Abilities that can be used on the System Map, many of which will interact with the Sensor and Detection mechanics above
Faults - new 'item decay' system, intended to add long term consequences to heavy combat damage and defeat, and to ensure ongoing demand for new ships and modules from player crafters, as existing ones start to become too expensive to repair
New Ships - three new ships; one of each Type (Patrol, Explorer and Merchant)
MAJOR GAME SYSTEMS
Faction Conflict - new game system that will allow players to take an active role in the competition between the 'big three' megacorporations for the contracts to administer the Frontier (yellow) systems in the new Confederation. Intended to make the game world more dynamic and to provide a structure and framework for PvP gameplay on a larger scale, at both an economic and tactical level
Crafting - new game system that will allow players to manufacture a wide variety of items from raw Resources, up to and including starships. Will be accompanied by changes to the current NPC-driven economy, with the eventual goal of the entire in-game economy becoming largely player-driven, with little or no 'NPC supply' of items. (This is a large and complex addition to the game, and so may be implemented in phases rather than all at once)
FURTHER OUT
These are some of the features and game systems that we are planning to introduce in the future:
Cartel Bases/Stations - ability for Cartels to construct bases and/or stations (probably focussed on Wilderness systems, allowing Cartels to take a primary role in the rebuilding of the Confederation)
Cartel Conflict - game systems to allow Cartels to compete for control of constructed bases or stations (probably based on similar mechanics to the Faction Conflict system)
New Threats - additional types and forms of NPC opponents, events and other threats and opportunities for players to encounter
As always, we welcome your feedback, comments and ideas. So tell us what you think, what you like, what you don’t, and we will look forward to delivering on these ideas over the coming months.
New Update Schedule
Greetings, Pilots!
We’ve been overwhelmed by the awesome reaction to Entropy since we arrived on Early Access, and we’re as excited as ever about building a great sci-fi experience. The incredible amount of feedback and suggestions the community has given us has not only helped improve the current experience, but has also given us tons of great ideas for future content.
We’re at the stage of development now where we want to double down on adding significant new features to the game, alongside the continuing efforts to fix and improve ongoing issues. As such, we’re restructuring our release schedule slightly in order to facilitate this work.
Our new schedule will run on a fortnightly cycle, starting next week, which allows us to fit more fixes into each update. We’d like to clarify that this is not being done in an effort to reduce update coverage – on the contrary, this will actually allow us to do more than the current weekly sprint cycle, which can actually be quite restrictive.
In addition to the bi-weekly updates will be the launch of our new major features. The first of these is currently expected to launch in late March, but keep your eyes peeled over the next few days as we have much more to tell you on both this, and other, future content plans.
We’re looking forward to sharing more about our plans for Entropy, so stay tuned and thanks again for your continued feedback and support,
The Entropy Development Team.
UPDATE: Find out more about our plans in our first On the Event Horizon announcement!