We're happy to introduce 0.57.1 patch! This patch is a hot fix patch for the earlier 0.57 release and includes few things as a result what we've been doing for this week end. As always please download the patch before commencing online battles.
Fixes
Patch 0.57 Released!
Changelog
Between builds 148 (0.55) and 191 (0.57)
We're happy to announce Galactic Conquerors 0.57 version. This patch is intended to fix issues that were happening in previous release and to provide the finalized data structure to the game. As always please remember to patch your client before starting online games. Please note that this patch is around 250 megabytes by its size and is thus recommended to be downloaded with broadband connection.
General
Added
Improved
Fixes
Game Logic & Map Fixes And Changes
Known issues
Some systems are unable to use automatic model cache clean up. If your models show incorrectly in game please clear the cache from Main Menu / Settings / Game "Clear Cache"
About the future and year 2015
Hi everyone!
First of all we wish everyone happy holidays in advance! Hope your year has gone well. It's been interesting year for us at least, and now we're going to talk more about this year and the next.
Past year
During last February we started to have everything together for the Galactic Conquerors. The gameplay started to look as it should and the networking code functioned quite well with our test machines. The first public demo (0.35) was released on January and we started to receive valuable feedback from out users; You. With slow but steady process, we started to iron out the game and finally released the 0.4 version public in the Spring. We saw a lot of active players with the demo launch and started a real discussion about releasing the game on Steam. Up till that point the discussion had been more with "if" than with "when". We went to Nordic Game Conference on May to pitch the game to publishers and got contacts, possible publishers and a project that would bring us food to the table (which we're going to talk about later on). At the same time with the NGC, the good fellows from BSM contacted us during the time, and we saw an opportunity with them as a publisher for Galactic Conquerors. With the list of publishers we had in our hands at that time, we thought BSM would be closest to Indie Game Developers than any other. We signed the deal early summer, got to Steam and launch was this September, and it's been a pleasure to see all the videos and feedback from the game this far!
But as mentioned we got a project from the NGC we attended to and signed the work start on July as employees in the company that had ordered the product. How has this affected our development process? Quite much actually. We negotiated the project leads to give us an opportunity to spend 50% of the time on GC and 50% on the other game, so we could do both at the same time, but with less resources. And as we're committed to everything we start, and want to see the projects to the finish line, we've now worked around six months creating an educational game for Finnish enterpreneurs. Now the project's done and the employeer is looking for a good home for the project next year.
What the end of the contract project has and will mean to us:
Next year
TL DR; We're going to delay the release, for reasons below
Even if the past year has been exciting time for us, it's also been rough, and a bit of a disappointment. We didn't get as much done as we had hoped. We thought we could push ourselves to the limits for six months and work around the clock if needed. We were proven wrong rather quickly. Slowly the schedules started to be delayed and our team began to show some symptoms of a burnout. Some members have left, some don't work full-time on this project anymore. Everyone has had personal issues of their own, and are still dealing with them. Unfortunately in a team as small as ours, it does affect the progress. We're still continuing the development with the resources we have and are determined to see this through properly, though; 1 person working with the level editor (+ modding tools after the release (high possibility), 2 people working on graphics and effects and 1 working on the code. So due to these reason we're going to delay the release 1.0 to July 30 2016. This gives us the time to do the following things:
What's next?
Happy holidays to all of you out there!
Regards,
Kinahmi Games Team
0.55 Released!
We're happy to introduce 0.55 version with a lot of bug fixes and improvements. This patch paves the way for 0.6 release to be launched later on, which will introduce more content and balancing to the game. For the preparations of 0.6 we've already included most of the new model files within the data, so the 0.6 patch size'll be as minimal as possible. As always, please download the latest version before launching multiplayer games. We'd like to thank the feedback we've received with the Early Access launch, it has been a valuable for us and we've done our best to accommodate to your suggestions and critique, though not all of it could be done by this middle patch.
General
Added
Improvements
Bug Fixes
Known issues
Version 0.51 is here
We're happy to announce the 0.51 version of Galactic Conquerors is now available. This version fixes most of the found bugs since the release and is designed to find the rest bugs. As always please make sure you have the latest version of the game before starting multiplayer game
General
New quality options menu added! This option menu allows you more control on the graphical settings. The new options menu also adds the possibility to change quality and resoultion options.
Options menu have been prepared for the 0.6 release. The options also now include buttons options where you can at the moment go through the available buttons. Later on the buttons can be changed through this.
Some tweaks to graphical quality settings have been made to improve overall looks
Improvements
It's no longer possible to launch tutorial map through Skirmish or Quick Play options (nor use the map in multiplayer games).
The Action Center now fades the disabled buttons more clearly.
New hints have been added to the language file
Added scene notifications when state was invalid for example for recruits or for selections.
Users are now able to turn NAT Punchthrough on and off based on their preferences. It's adviced to leave this option intact as the sytem recommends should you use or not use NAT
Units now have a experimental obstacle avoidance to prevent some situations where units would stack up on top of each other.
New popups are added to treasure chest / mine conquers and planet lost or conquer situations.
Bug fixes
The armies should no longer flicker when moving close to obstalces such as meteors when target was set.
The popups that are used in skills for example are now correctly on top of the other objects.
Fixed bug where the system would sometimes loose damages that were dealt in battle
Opening either Council or Research UI now correctly hides Planetary UI as intended.
Fixed bug in Council Trade where Galactic Tokens would give incorrect max amounts when trading to other resources.
Steam Launch Event
Following the Steam launch, we'll be having a Twitch stream the today, on Saturday 22nd of August, 9pm GMT(+2) time ( 2 PM East cost time). We'll play the multiplayer on various maps within our little team, and hopefully with some of you guys as well! We'll be answering your questions during the event! You can find our Twitch channels at:
http://www.twitch.tv/winkiller0
http://www.twitch.tv/kinahmigames
Looking forward playing with you!
Steam Launch version (0.5) patch notes
About this update
This update is one of the biggest done to Galactic Conquerors, and brings a lot of performance improvements, visual effects and bug fixes. This update is launched with the Steam release, August 21st. For further inquiries, please contact us through in-game feedback form or via email contact@kinahmigames.com. This version also enables basic Steam possibilities: username and portrait fetching.