Today's update brings in a new alien race, the mystical Zorg. There are also changes to alien diplomacy and other behavior. Keep an eye out for glitches in those areas! Change list:
Added the neutral Zorg race
Neutral-race diplomacy options
Allying in combat where multiple alien races are present
Aliens now prefer to patrol "disputed" star systems along their borders
Gave the Klakar frigate more appropriate guns
Art for the remaining guns that were still cats
New Cobalt torpedo trail effect
Made all aliens hostile in combat simulator so you can fight them
Sea of Stars Early Access update - 6/27/2014
In addition to the usual bug fixes, tonight's update brings a ton of new visual effects work. Most weapons have all new particle effects for impacts, and all the different shields now look different in action! Fans of the previous game in the series will also be happy to see the return of the feared Particle Vortex Cannon. Here's the change list:
Changes to particle/sprite engine for new effects
New particle effects for many weapons
New shield visuals
Particle Vortex Cannon
Fixed beam effects sometimes going through solid objects
Fixed inability to outrun a nova explosion at lightspeed
Fixed Urluquai Carrier escaping on an arcing path
Fixed player-controlled carriers crashing if they flee and leave fighters behind
Fixed combat music sticking after transition to star map
Fixed planet inventory not coming up after combat at explored stars
Fixed star names being occasionally duplicated by homeworld stars
Sea of Stars Early Access update - 6/15/2014
Today's update ties up a few loose ends and fixes several bugs, but also introduces a fun new animated background for the main menu. Full change list:
Animated main menu background
Display percent of sector explored on star map
Optional end game when 100% explored
High score list
Return to combat simulator setup screen after combat
Some new item art & music changes
Fixed first encounter window popping sideways when clicked
Fixed tutorial window not scaling with the rest of UI
Fixed Muktians greeting you again after farseeker thank you message
Fixed mouse-over stat display on burning ships
Fixed deploying/moving off combat map
Fixed deploying after hitting escape (caused a stuck state)
Sea of Stars Early Access update - 6/9/2014
This week's update includes substantial changes to the UI system that have been a long time coming - every interface now scales up to better fit larger screen resolutions in fullscreen mode, making text easier to read. The Combat Simulator UI has also undergone a complete overhaul to make it much easier to use. Keep on the lookout for problems with any of the above, it's all brand new so there's likely some glitches here and there.
Sea of Stars Early Access update - 6/2/2014
New build is up, with a variety of minor changes and bug fixes but also a bit of new stuff. Full change list:
fleeing and re-deploying ships no longer repairs them
fixed being able to escape while encounter cards were up
fixed game starting with camera position from previous game
show traveled path between stars
music for places (stores) and events (so far, nova)
combat UI: select ships with number keys
combat UI: scale UI elements based on screen size
combat UI: pause button for mouse users
fixed music volume sometimes "popping up" as it begins to fade out
fixed radar ambient sound cutting off abruptly
allow dragging an item over a mercenary icon (to pop up payment screen)
reduced ship speeds in combat
made item icons not display doubled when clicking (just when dragging)
separated ship system display orientation from world map orientation
art for starting drive
re-worded game over message when you quit
fixed planet inventory coming up with exploration screen after combat
Sea of Stars Early Access update - 5/25/2014
Along with the usual bug fixes and tweaks, this update brings in a new subsystem: particle systems on the Star map. One of the first applications is a supernova explosion! Full change list:
<*>Particles on star map (engine trails etc)
<*>Supernova event, destroys ships within five lightyears unless protected
<*>Improved fleet marker rendering and movement
<*>New "attention" marker on stars where you have discovered enemies
<*>Improved fleet sensor visual effects
<*>Added "message" music cue
<*>Added Tan Ru random dialog generator
<*>Fixed fleets disappearing on map
<*>Fixed some fleets not being encountered in combat
<*>Fixed UI elements not fading out when combat fades out
<*>Fixed alien fleets trying to leave a star without a drive (and being stuck)
<*>Fixed Garthan portrait disappearing after mercenary event
Sea of Stars Early Access update - 5/15/2014
A slightly larger update this week. More UI work, but also some content updates and game rule implementation. Here is the full change list:
the Farseeker encounter can now result in making Muktians friendly
new art for various items
cleaned up various sound effects
fixed 3D sorting between nebula and star/planet atmospheres
new window frames with a flat modern feel
new starmap UI with mousewheel zoom, and a popup window for info
new segmented arrow indicator to visually display distance to destination
art for some of the shops
fixed FOV widening when switching between fullscreen and window
allow up to 30 items on a planet
scale ship system display if a store is open
made some starting items no longer randomly appear on the map
cargo hold size now depends on the ships you have
shortened Temporal Flux description to make it fit in the window
improvements to ship status / name overlay in combat
Sea of Stars Early Access update - 5/7/2014
Today's update is a mixed bag of bug fixes, content and new features. I did say I wasn't going to release the new nebula rendering just yet, but I realize it's something people will want to see and play with even if it's not quite done yet. So here it is! The full change list:
Added a configuration screen (and file config.txt in default folder).
Added point defense function and auto-target priority for each weapon.
Added Urluquai carrier.
Added experimental new UI to show system damage status in combat.
Nebulas are now rendered more "solid" for better reading of the 3D volume.
Added a color gradient to the nebula to help sense of orientation.
Lowered default sound/music volume, now that it can be changed.
Main menu now scales up when in fullscreen mode, like the ingame icons.
Escape button is now part of the top left palette section, and stays on screen.
Fixed item portraits in mercenary payment screen extending outside the frame.
Sea of Stars Early Access update - 4/27/2014
Today's update comes with the good news that the combat deployment crash is now fixed! Thank you all for helping us track down the bug to the malfunctioning Gluon gun. Some new content has also been added, and various tweaks to the UI that will help streamline the gameplay. Here's the list of changes:
Fixed gluon gun crash
Fixed hang bug related to alien fleets looking for destination
Fixed cargo hold button getting progressively brighter over time
Fixed star description stuck on screen
Two new Urluquai ships to round out the fleet (one more to come soon)
Art for several weapon items
You can now drag items from the exploration window to cargo or ship
You can also drag items between two ships (drag onto the ship icon)
When replacing a system at a planet, the old item goes into cargo hold
Made cargo hold automatically slide out again
Visual refinements in ship system display
Added the text "ESCAPE" on star map when escaping from a star
Sea of Stars Early Access update - 4/22/2014
First update since opening the Early Access for the public. We've got a lot of feedback from customers, and after sorting through it we are starting to implement some changes based on it. There's going to be a slightly bigger update coming up soon with several new enemy ships and a batch of art (sorry, kitties!) but I figured you might want to see some progress on things like UI in the meantime. Here's the change list:
Highlighted cargo hold and added a button to toggle it.
Made item information window remember its location.
Highlighted and labeled combat ship deployment/flee box.
Fixed a hang bug related to alien fleets looking for destination.
Fixed being able to sell more items than fit on screen (store to be enlarged later).
Increased combat map size.
Made alien races start with weaker thrusters.
Added green arrow to show where deploying ships will arrive.