Join us for some PvE and PvP gameplay on the USEast Server.
Streaming the event via YouTube. https://www.youtube.com/channel/UCNEHBrhTUN4P_ZxIy29DNQw
Event Details
Saturday, Nov 27th 2021 : Meet&Fleet Community Event 20:30 Coordinated Universal Time (UTC) USEast Sever
In game VOIP is uder development, Join the Discord (link in game) for comms.
Community 'Meet & Fleet' In-Game Event
Join us for some PvE and PvP gameplay on the USEast Server.
We'll cover the most recent patch notes at the start of the stream. Streaming the event via YouTube. https://www.youtube.com/channel/UCNEHBrhTUN4P_ZxIy29DNQw
Event Details
Saturday, Nov 6th 2021 : Meet&Fleet Community Event 19:00 Coordinated Universal Time (UTC) USEast Sever
In game VOIP is uder development, Join the Discord (link in game) for comms.
Patch 0.8.6.1 Notes
Patch 0.8.6.1 (Saturday 30th October 2021)
A minor update with a few bug fixes and HUD targetting improvements that were suggested by the community.
Improvements to HUD targetting: added H key to target incoming MTB (missile/torpedo/bomb), added alt+H to target closest support ship (for repair/resupply)
Added message notifications when HUD targetting fails for some reason
Target hovered by mouse cursor is now always selectable (previously, it could sometimes fail in some conditions due to being in the wrong HUD mode, like combat vs navigation)
Loadout MFD will now dim a weapon group that has no weapon ready to fire (ex.: on cooldown)
Improved dual radar frontal view angle distortion (targets in front will be less cluttered at the centered of the radar)
Revamped target selector to prioritize dynamic targets like ships instead of static targets with modules (ex.: it was hard to select a flying ship in front of a base module/building)
The target selector will no longer ignore targets that currently do not have an indicator (due to the limitation in max navigation/combat indicators displayed in the options menu)
The target selector will now ignore selection of static modules that are too far away (> 50 Km) at the expense of their "parent" base
Added more persistent ship shrapnel/debris on the battlefield
Patch 0.8.6.0 Notes
Patch 0.8.6.0 (Wednesday 27th October 2021)
Hey everyone. Today's patch is transitory, as we're still heavily working on the squad/fleet system and VOIP. It introduces a brand new way waypoints/flight plan system. At the moment, its usage is quite limited but it will eventually become the foundation for other important systems such as the squad system (you'll be able to share your waypoints or targets with your teammates), AI improvements (fleet coordination), tutorials/mission editor (following a path..).
But as those features are not available yet, the waypoints system has currently limited purposes. You are able to use it from the starmap (or tactical view) by right-clicking and using the context menu to clear/add or set a waypoint as active. The current active waypoint also shows up on the HUD and on radars.
Speaking of radars, we revamped them to be more coherent between each other, added new information (the velocity now shows up in the radars) and we introduced a new radar type (available in game through the MFD-edit key: F4): the dual parabaloid radar. It merges the front and back radars into one view, where the iner circle represents what's in front, and the outer edge what's behind. We are experimenting with some tweaks to make the gimbal weapons more skill based (reducing their angular range and spread), added a lag pip (some players have been asking for it for years!) and introduced a HUD minimalistic mode for experienced players that know how the HUD already works and want to declutter it a bit. Let us know in the comments if you find these useful or not.
Finally, this patch includes a rework for the smog (battle smoke) effect, to make it look more impressive, at the cost of more performance. If you find your performance has degraded too much inside big battles, we recommend switching the smog quality setting back to "medium", which should more or less correspond to the old setting. We've also added an option to display short smoke trails behind small ships in space, which could be useful to see small ships in the distance in a big battle, especially if they don't show up on your HUD as targets. Last but not least, we've completely revamped the death sequence for all ships with new visual effects, explosions and debris, and shortened the small ship's explosions to be instant.
We are planning on releasing the patch focusing on the squad system and VOIP in about a month, after which we will resume work on new core gameplay systems.
-Flavien Brebion
General features
Added support for mission/flight plan with waypoints. At the moment you can only add waypoints, but later on in the mission editor you will be able to add targets or objectives between waypoints
Balance / gameplay changes
Reduced gimbal weapon's angle by more than half, and increased their spread. We are experimenting this change to make the game more skill-aiming based, keeping in mind that new players still need to have a chance at killing a target without pixel-perfect accuracy..
Missiles/Torps no longer detonate when too close (< 1 km) of their source upon expiring (lifetime exceeded or target lost)
Reduced pushback force caused by massive explosions shockwaves
Radars
Polish pass over HUD radars: increased size of front/back radars by +30% (to fit the MFD page), targets are now bigger when closer, more readable.. added waypoints to radars
Introduced new radar MFD page: Dual radar, which merges the front+back radars together into one single view (the iner circle is what's in front, the outer circle is what's behind the ship, aka. dual paraboloid projection)
Fixed radars not rendering on cockpit MFDs with HUD mode disabled
Fixed broken sensors and HUD targetting not behaving properly on radars
HUD / UI / menu fixes or improvements
Fixed negative rating change going to a large number after a battle
Fixed top 3 scores in battle reports showing up as large numbers when they're negative
Improved layout of HUD/MFD target information around the right HUD center (name, distance, speed etc..) to be cleaner and more compact (horizontal alignment was messy)
HUD is now displayed in third-person capital ship control scheme, even if applied to a smaller ship like the corvette (this allows the corvette to be playable with the cap ships control scheme)
Introduced 'navigation' color into HUD color theme (currently used to show navigation points). In the default green color-scheme, navigation-related targets show up in orange/yellow
Added lag pip to HUD
Added a setting to switch between lag and lead pip/reticle (default is still lead pip)
Added a keybinding to switch between lag and lead pip in game (default: unbound)
Introduced HUD Smart (Minimalistic) experimental mode that automatically hides some HUD elements based on the context
Reduced minimum combat, ring and navigation targets setting to zero (sliders in HUD settings) (previously, the minimum number of displayable targets was 3 for all of these)
Updated default MFDs for small ships in anticipation of the new Dual radar and the future Squads system
Loadout MFDs at the bottom of the screen now packs the weapons list downwards to save space
New experimental set of aim reticle icons for lead/lag pips (the previous one was too opaque and cluttered the target)
Modal dialogs (or context menus) can now be closed by clicking outside the window area
Visual effects
Improvements and new effects for capital ship's death sequence + tuned death sequence parameters
Small ships death sequence was shortened: the explosion is now instant, to have more immediate feedback
Dying ships now play their engine/power damaged sound ambiance loop
Added small ship's trails in space + an option for it (default: off). This allows to see small ships in the distance, especially if you're playing on a limited amount of navigation/combat displayable targets over the HUD
Improved smog and added a quality setting dedicated to smog: denser/more opaque, darker, wider particles, to give a better sense of "terrain in space"
Disclaimer: the new smog settings can be more performance-hungry than the old one. A rough equivalent of the old smog would correspond to "medium" quality. High and Extreme quality will consume more performance than before.
Community 'Meet & Fleet' In-Game Event
We'll be playing the latest build (no new patch this week)
Join us for some PvE and PvP gameplay on the USEast Server. We'll be there to discuss upcomming development, answer community questions, and fly some formations while focussing on completing objectives.
There won't be a stream for this event, but we will be recording for some upcomming promotional video's. ːsteamhappyː
Event Details
Saturday, Sept 4th 2021 : Meet&Fleet Community Event 19:00 Coordinated Universal Time (UTC) USEast Sever
Patch 0.8.5.0 Notes
Patch 0.8.5.0 (Thursday 15th July 2021)
Hey everybody, here's a new intermediary patch focusing on balance changes and quality-of-life improvements. The next big item on our TODO list is revamping the navigation system (the "tunnel helper" showing up during warp) and generating waypoints for players and bots to navigate through the solar system. This is an important milestone that will eventually allow the AI to fly between points of interests, instead of warping in/out "magically" as it currently does. We will also introduce new tools available to players to set up a "flight plan", to better coordinate attacks and follow objectives. This will tie into the next big feature we'll be working on during summer: the squad/fleet system and VOIP.
-Flavien Brebion
Balance / gameplay changes
Railguns now consume energy in addition to normal ammo (Note: it was originally intended to be a hybrid kinetic/energy weapon, but due to lack of time the energy consumption couldn't make it into the previous patch)
Added repair/resupply field to the carrier (Note: does not work on other capital ships, only light ships. The range and rate are slightly more efficient than the corvette's repair/resupply fields)
Reduced base cost and mass of carrier to take into account repair/resupply fields (Note: the goal here was to get the same mass/cost than in the previous versions, repair/resupply fields included)
Removed tech level requirement to mount a weapon or component on a ship (Note: this constraint was frustrating to some players. Tech levels are still in game but currently do not affect anything. If we keep this change, we're planning on introducing team abilities in the future that will be unlocked by the tech level)
Multiplied by x5 the repair rate of weapons/turrets from repair fields (Note: a corvette repairing a capital ship's turrets was extremely slow. We're testing this multiplier to see if it works better)
Significantly increased shield regen rate on all capital ships (Note: shields were regenerating at an extremely slow rate. With this change, regeneration is still relatively slow and will take many minutes to reach 100%, but it'll give a chance of getting back a bit of shields while the ship is in transit)
Missile launchers on capital ships now have 12 missiles (from: 6)
Torpedo launchers on capital ships now have 12 torpedoes (from: 3); torpedo damage is now set to 5000 (from: 3500) to be coherent with bomber's torpedoes (Note: the mismatching torpedo damage was likely a typo in the config file)
Slight increase of AMS laser damage to 2 (from: 1) (Note: as cruisers now have more missiles and torpedoes, this will likely increase the spam on the battlefield, so AMS laser damage needs to be more powerful to counter them in time)
Increased EMP missile damage to 350 (from: 100) (Note: EMP missiles were not dealing enough damage, giving no reason to favor them over kinetic missiles. This might also give a chance to deal some damage to capital ship's shields)
Repair robot and repair crew now self-repair their ship up to a max HP % (50% for repair robot, 25% for repair crew) (Note: most players were confused by this ability. It will now behave as expected, but the amount of damage repaired is capped)
Extra missiles upgrade now add +50% missiles (from: +33%)
Extra missiles and torpedoes now only cost +5% mass (from +10% and +20%) (Note: +20% mass for some extra torpedoes was a bit extreme, especially on capital ships..)
Light repair field repair rate increased to +6 HP/s (from +4 HP/s)
Added repair robot parts upgrade, which increases the max repair HP to 100% (from 50%). This requires the repair robot upgrade
Battle reports / ratings
We revamped the scoring and rating system for battle reports and statistics. The previous system emphasized team performance, which caused frustration if you were joining a lost battle (in which case you'd lose rating points even if you did well in battle). The new scoring system should be more fair, giving a chance for players performing well to earn points even if they lost the battle. Another major change is the normalization of the scoring calculations. In the previous versions, the score was calculated by weighting in the kill count, assists, deaths, damage and repair/resupply dealt. Kills in particular were all identical: a destroyer killing a dozen interceptors counted as 12 points, while a cruiser killing a cruiser only counted as 1 point. The new system better takes into account ship classes into account, and a capital ship destroying another capital ship will bring more points than, say, an interceptor killing another interceptor. Another problem was that the old formula was too weighted towards damage, which naturally favored capital ships play. The new formula still takes damage into account, but the weighting is lower, giving a chance for light crafts to earn as many points as capital ship players.
The new rating formula is no longer based on the difference between team ratings, but on the individual score performance during the battle, to which a bonus/malus of +15/-15 is added based on the battle result. This means that the best players on the winning team should earn the most, while bad players can potentially lose some rating points, even if they were on the winning team. In the same way, the best players on the losing team can still get a positive rating if they performed well. Let us know in the comments if you think the rating system is going in the right direction or if you feel there are still some major issues to address.
Quality-of-life improvements
Fixed no chaff left message on capital ship, now explicitely tells that chaffs aren't available
Added half-cruiser ship wreckage upon explosion (note: this is a cruiser-specific debris, instead of the generic debris introduced in the previous patch)
Ships that dock & refund do not generate a kill or griefing notification/increase kill stats upon ships that had fired at them anymore
Tweaks to ship loadout screen: rank requirements and costs are now displayed even if already in game (not just on spawn)
Revamped coloring rules for weapon/component cards to be more consistent: blue=available, green=already mounted, orange=max reached but mountable, red=unavailable (rank requirement, not enough credits etc..)
Weapon/component cards and info panel now show the rank requirement level and icon
The take-over-AI confirmation dialog will now popup from the mission screen upon clicking on the deploy button for a given mission
Repair robot/crew now displays the "repair in progress" alert on the HUD
Added lights to the new station's modules
Bug fixes
Fixed dock & refund option not available to carriers
Fixed eject button not being properly grayed-out while dying/ejecting
Fixed a bug that caused the asteroid-processing facility (Perseus Stn) to mess up the background halo size on the starmap, making the whole starmap covered by a single color
Fixed corvette missile hardpoints firing upwards instead of frontwards
Patch 0.8.4.0 Notes
Patch 0.8.4.0 (Saturday 26th June 2021)
Greetings everybody. We apologize for the delay in releasing this new patch. Production has been going slower than anticipated due to a combination of technical factors (we had to change our certification company, we cleaned up project organization and assets for the first time in years, etc..) and new game features (the new sub-targetting system is now in, and allows you to target structural modules on bases or hardpoints). We also reworked the engine's texture compression, which should lead to an increase of textures quality (no more blocky compression artifacts up close) and saving up VRAM usage.
On the content side, this patch introduces new military ranks, 6 new space stations and 3 new weapons. The flaks were also reworked to be more effective and a new pass has been made on the starmap (yep, again..) to make it interactive (you can now click on icons to select a target instead of having to scroll in the targets panel) and make the camera behavior more intuitive. As this patch has a lot of new content and features, expect new bugs and issues to get addressed in a future patch (this time sooner!) and let us know in the comments section or forums your feedback. Also note that a community event is planned in a few hours this Saturday. See you in game,
-Flavien Brebion
General / Gameplay
Added 6 new space stations: 2 large ones (including a remake of the Kickstarter's Skycrane 35-Km-sized station), 1 medium one (an asteroid processing space factory) and 3 small ones (outposts with no capital ships docks)
New light weapon: the railgun. Available on small crafts (MK1/M2 hardpoints), the railgun is a fixed non-converging weapon with a blind zone at short range. It deals a lot of damage but has a low firing rate. The electromagnetic launcher allows very high projectile speeds (3 Km/s, double the typical gun) with no spread and little heat generation at the cost of extra mass, making your ship less maneuverable. The lack of gimbals makes and the low firing rate makes the railgun a powerful but specialized weapon
New turret weapon: the railgun turret. This heavy MK4 variant can be mounted on capital ships for point defense. It retains most of the advantages of the light variant, but has a low turret tracking rotation speed and a higher spread
New missile launcher: EMP missiles. When these missiles detonate they generate an energetic blast (causing splash damage in a radius of 500m) causing 100 damage to shields and energy reserves
Added 2 new default loadouts, one for an interceptor with railguns and an EMP missile launcher; the other one for a railgun-mounted destroyer
Implemented docking mechanics to refund/change ship when standing inside a hangar/bay. This can be done through the system menu (escape key) or via the deploy panel in the starmap. This features requires your ship to be fully repaired and not be under fire. Full credits will be refunded
Introduced 10+ new military ranks (new low-level officer ranks and new high-level admiral ranks)
Targetting System
Added the new sub-targetting system, allowing to target an individual structural module or a hardpoint on a ship or a base
A structural module (on a base, for example) can be targetted via the select-target under cursor key (default: T)
New input events and keybindings are now available to target a sub-system or a hardpoint on the current target (if there are no targets, these keys do nothing). The defaults are alt-T to select the sub-target under the cursor, alt-Y and alt-U to cycle through the previous/next sub-target respectively
A new input event was also added to select the nearest ally (default: alt-G)
When a sub-system or hardpoint is targetted, a red square will appear on the current target. The lead reticle and distance indicators will use it as the point of reference
Modified the behavior of the unselect-target key (default: backspace) to go back to the parent actor if a module or hardpoint had been targetted
Note that the AI currently does not make use of this feature, but this will be a point of focus of an upcoming patch
Balance
Revamped explosions splash damage/radius curve: the old curve was so abrupt that it almost never generated splash damage from missiles. The new curve should generate more splash damage from detonating missiles and be a bit more dangerous to being close to a dying capital ship
Doubled repair rate of capital ships when docked at spawns. Also slightly increased shields regen rate
Repair/resupplying (from a corvette aura or inside a hangar/bay) now gets interrupted for 10 seconds after firing weapons (so you need to wait 10s without firing your weapons before you start getting repaired/resupplied)
Rebalanced Flak canons: they now fire in burst with a cooldown (DPS is similar to what it was before) and have a higher projectile velocity, at the cost of splash radius. This should make them more effective against light crafts
Tweaked warp speed limit to take into account custom loadout mass changes (this should make it easier for a heavy cruiser to navigate in warp)
HUD
Added an alert message on the HUD when your ship is standing in the wrong hangar/bay type and repair/resupply/docking isn't available
Target/throttle speed is now represented as a filled arrow on the HUD's speed'o'meter
Speed'o'meter background color is now darker for speeds above the speed cap, making it easier to see what the cap is
Fixed some layout issues with match score and ranks in the main menu or the ship menu (sometimes the font size was too large and text was clipped)
Hit feedback icon will now blink and play the ding sound even upon dealing low damage (this was sometimes confusing, as you thought you didn't hit the target)
Fixed interceptor scanner not matching the HUD's transparency during power fluctuations
Added a "reset MFD" button in the general options to reset the MFD layout of a given ship
Deployment Panel
Revamped deployment buttons to be more coherent. In the mission map, the deploy button will now properly match the selected mission's objective (if it's an allied based) or the starmap's selected base
Deployment buttons from the deployment panel now have better titles to reflect the behavior of the button (you'll now know if you're taking over an A.I., or spawning at a carrier..)
Added a warning when you're about to take over an A.I., with a confirmation dialog
Leaderboard Screen
Fixed incorrect centering of report screen in ultra-wide resolutions
Fixed player's stats going over a billion on report screen
Fixed player's ships damage stats in report screen not taking armor points reduction into account
Fixed leaderboard caching issues when switching to a different server
Leaderboard panel now remembers previously selected options after changing to another menu tab
Tab Menus (Starmap, Mission, Loadouts..)
Merged star map and mission map view/camera. This should be less confusing, as previously each screen had its own independent camera position/orientation
Default star map view will now center on the current Battlescape (=Rethe Prime at the moment)
Arrow leading to mission area will no longer be displayed before you haven't spawned yet (a 'ghost' arrow was displayed from the center of the map)
Changing the selected mission will no longer change the selected target to be the mission objective's in the star map list
Improvements to starmap's camera: it will now stay at the same elevation above the grid plane, making it easier to move around when the view is rotated
Starmap (/and mission map, as they've been merged) is now interactive. It is possible to click on an icon (either a target or a mission) to select it and center the camera on it
Double-clicking on an icon will now focus the camera on it and also automatically zoom around it
View-reset key (default: double tap left-ctrl) now resets the camera to focus on a target
Select-target key (default: T) can now be used on the starmap to select a target
R/F keys can now be used on the starmap to zoom in/out on the selected target
Mouse wheel will now zoom in/out at the cursor location (so not necessarily on the screen center) which allows to zoom on a location of the starmap and panning the camera at the same time
The grid plane is now automatically set on the selected target (previously, it stays on the reference actor, which had to be manually set, and was usually forgotten)
Revamped the floating/3D texture size around actors in the starmap's viewport to be more coherent with the target size
The selected target's name in the viewport is now highlighted in yellow, like in the actors list panel UI
The selection sound is now played when changing the selected target or mission on the starmap
The ship menu will now show the available system/weapons upgrades even while in-game and not just during spawn. By default, the game only displays the systems currently mounted on your ship
Added failure sound when trying to fit a component/weapon on a ship layout while in game (loadouts can only be edited on spawn);
Technical
Revamped texture compression to support grayscale, BC5, BC6 and BC7 formats. Without being too technical, these newer compression formats allow the game to reduce VRAM usage while increasing textures quality at the same time (you'll see less blocky compression artifacts when being close to a texture). Internal tests show a reduction of about 1 to 1.5 GB of VRAM in high/extreme quality settings, or about 10-15%. There might be some light performance increases on VRAM or bandwidth-starved video cards.
Updated FMOD API to latest version
"Default" loadout name text can now be localized in the strings table
Fixed "GenericAction" missing sound from log files
Bug fixes
Fixed a major client crash/memory corruption issues due to incorrectly calculating a compressed texture's storage requirements for non-power-of-2 textures
Fixed capital ships control scheme not working after being changed on-the-fly in the options menu
Fixed camera view instantly jumping around when changing control scheme to capital ship on-the-fly in the options menu
Fix for particle child emitters that stopped to work after a few seconds (child emitter's data was not properly reset after a particle gets recycled from the pool). This caused some hierarhical particle effects to look wrong
GFX
Fixed various assets related to cleanup of project
Tweaks to 'space dust' effect, to make it more noticeable and better take into account the environmental density (aka. no space dust in deep space but more dust in rings!)
Fixed shrapnel effect quality when dying: the shrapnel debris will no longer get ejected at crazy speeds near your ship when dying
Added a new slider to control the space/skybox background's brightness in the graphical options
Added major ship debris/junk for exploding capital ships. More specialized, larger pieces are also in the workds for a future patch; These debris last 5 minutes on the battlefield before fading off. They can even be collided against or destroyed by firing at them
Weapons on light crafts will now better synchronize their firing timing (previously, the left/right guns for ex. on an interceptor could be staggered)
Revamped visual effect for: ship explosions, counter-measures/chaffs (they should now be more visible), warp-jam, impacts/sparks, smoke, shrapnel (red glow is less noticeable)
Updated glowing material for surface destruction, to make the UV tiling/repetition patterns less noticeable
Fixed flak canons mesh size
Doubled projectiles brightness, to make them more easily noticeable against busy backgrounds
In-Game Event : EarlyAccess #18
Another DevStream and Gameplay event. We'll start by streaming the latest build of the game, and then join the community discord for some casual PvE or PvP gameplay.
Check our official Discord channel for in game communication. We'll be playing on the USEast#1 Server for this event.
Event Details
Saturday, June 26th 2021 : DevStream & Community Event 19:00 Coordinated Universal Time (UTC)
Event Schedule
Cover the latest Patch Notes & check in on the state of development with Flavien Brebion
Gameplay, PvP, PvE, & Co-operative play
See you in game!
Patch 0.8.3.0 Notes
Patch 0.8.3.0 (Saturday 27 February 2021)
Greetings everybody ! This is a major new patch introducing the new player progression mechanics, a new team screen including stats with a new leaderboard, and battle reports. A lot of the changes are experimental and will need further refining/tuning, so as usual feedback is welcome.
We've also shifted the economy to work passively (credits get distributed regularly by the AI commander, instead of having to grind them actively in game) which should improve the strategical depth to the game and give more importance to attacking or protecting haulers.
We're introducing the concept of research & development, under the form of science points that get researched at military facilities, finally giving them a strategical purpose. As your team accumulates research points, it unlocks new tech levels which unlock weapons and ship upgrades.
For the individual player progression, we introduced the concept experience points (XP) which are used to get promoted to a higher your military rank, also unlocking certain weapons and upgrades. XP and rank only ever goes up and can never be lost, and unlike credits, is persistent accross matches. Finally, we've introduced the concept of team rating (TR) which measures your individual performance and how much you're contributing to your faction's war efforts. You can earn or lose rating points after succeeding or failing a battle/mission, and the calculation is similar to a chess ELO-like system, taking into account the team ratings and participation of your opponents. At the moment, we've decided against locking ships, weapons or upgrades to your rating, as it'd prevent players with a lower skill level to access some of the content. We're currently thinking of tying the rating to special cosmetics and maybe some special social roles, like the team commander, but if you have more ideas do not hesitate to let us know. Team rating is also persistent accross matches.
Next patch we'll continue on iterating/adjusting the new progression mechanics, while doing a new pass over the weapons systems, rebalancing them, and finally introducing sub-systems targetting.
Progression system
Implemented match progression: military rank, xp and team rating
You now get XP instead of credits for killing enemy ships, and for participating to battles/missions
Once XP reaches a threshold it will level-up your military rank. There are 10 ranks total at the moment, with increasing XP thresholds
XP only ever goes up, you cannot lose XP even if you fail at missions or get killed
Some weapons or upgrades are locked in by military rank. It is still possible to edit the loadouts, but you won't be able to spawn them without meeting their requirements
Team rating (TR) starts at 1500 and utilizes a chess ELO-like system, which measures your skill level and how you win or lose with your faction
You earn or lose TR points based on your achievements and statistics in a battle/mission, once a battle report pops up
Your TR is compared against the enemy team's, in a complex formula that includes the average opponent's rating points and the initial victory odds
So if you were favored to win and actually won, you'll gain less points than winning when you were favored to lose, and vice-versa in case of defeat
TR gains or losses are weighted by your participation points, which measure the amounts of activity (no matter if you performance well or bad) during the mission
Implemented team tech level and R&D which generate 'science points' at military facilities, which level up the team's tech level automatically
There is no individual player tech level, the tech level is shared by all members of the team
Some weapons or upgrades are locked in by team's tech level like the military rank
Tech level starts at 1 at the match's start and goes up to 5 after a few hours, assuming military facilities haven't been destroyed
XP, military rank and team rating are persistent accross matches (but not servers)
The tech level is not persistent and will reset after the match ends
Team statistics screen
Revamped the team menu tab, now called 'Stats', to show the player leaderboard and the current team's / match statistics
There is now a leaderboard panel at the center which shows players either online or offline, irrespective of their current team (all mixed up)
Each entry in the leaderboard shows the player's rating rank (sorted by descending rating score), military rank/player name, kills/assists/death match stats, and time online (if the player is currently offline, it'll show the last time this player connected on this server)
There are filter options to show all players (from the past 30 days), players that participated in the current match, or players currently online only
The leaderboard should now properly show players logging in/out (previously: some caching bugs sometimes caused some players to be invisible to new players)
Each team now has a dedicated panel showing various stats, such as match score, number of players per team, average team rating, credits income/amounts, science research points/tech level and ships losses/amounts. There's also an asset panel showing the amount of ships and bases for that team currently owned (or detected, if belonging to the enemy) in game
Implemented match statistics, which are sent to the client when he joins a server, then gets updated every minute. They are displayed as a graph at the bottom of the team panel. Different statistics/graphs can be toggled on or off (note: this still needs a polish pass, changing colors if there are many graphs, showing the axis names/range etc..)
Battle reports
Implemented battle/mission reports that pop up a statistic screen at the end of a battle
The battle report automatically opens up only when you enter the in-game menus (default key: TAB)
The report shows rating changes (gain or loss), participation ratio, mission score and XP gained
Your mission score is calculated from your statistics during the mission: how many ships you killed, how you died, how much damage you made to enemy ships or structures, or how much you assisted your team like via repairs/resupplies
The center of the panel cycles every 10 seconds between 2 tabs: the first one shows the podium for the top 3 players and their mission scores. The second one shows the top 8 players, you included, with the score ranking and various statistics
The bottom of the panel also shows a bunch of toggle-able graphs showing your statistics over the battle/mission duration. If you did not participate during some time, some gaps in the graphs might appear
When you close ('Dismiss') the report, the leaderboard will temporarily open to show your change of rating before/after the mission or battle
Note that closed reports currently are not stored and cannot be re-opened later on, so if you're interested in your stats, do not close the panel too quickly
Economy
Rebalanced the economy towards a more passive credits income system
Credits still get redistributed to players over time, every minute. Target is 25 credits/minute per player
Credits still get generated at space stations after a hauler travelled there from a factory
Credits cannot be earned from killing normal ships or destroying base structures anymore
Credits can still be earned 'actively' by targetting ships with bounties placed on by your team commander
Tweaked haulers income: each hauler now has a much higer resource load (x2 to x3 compared to before)
Weapons
Fixed an issue that caused slight irregular fire frequencies when firing a weapon
Burst firing will no longer resume at previous burst count after being interrupted. A new burst will properly start after some short cooldown
Fixed the torpedo launcher that had a mass of zero. It now has a mass of 2 tons
Mouse cursor sensitivity
Note: it is possible that the sensitivity settings have changed since the previous versions if you've customized them. If so, you might need to re-check and adapt your settings again
Fixed sensitivity settings: mouse cursor now takes into account windows settings (mouse speed, window DPI)
Made coherent the range of sensitivity sliders in the options men
Changing a sensitivity slider is now applied instantly instead of having to apply & close the options menu
New control scheme
Added a new control scheme: 'auto-recentering'
It works like in other space games: you still have a cursor whose relative position on screen controls where and how fast you turn, but this cursor is hidden by default (there is an option to make it visible)
This cursor automatically moves back towards the screen center after a delay where you don't move it. This delay can be changed with a slider in the options menu
The speed at which the cursor moves back can also be changed through a slider in the options menu
This control scehem should feel more natural than the 'direct mode' for the mouse, like you're in better control of the orientation of your ship, so mouse users that do not like the default virtual cursor control scheme and do not find the direct mode to work well, could give this one a try
General bug fixes and improvements
Fixed HDR/IBL generation bug that made the whole screen turn white for a long time in certain conditions
Fixed server browser ping in the 100-200 ms range being displayed in red/bad instead of yellow/average
Fixed a rare bug with credits initially showing as zero on the client upon joining a match, despite the player having more than zero credits on the server
Players can now change their call sign/name in game (previously, the change was only applied on joining a server)
Fixed drop shadows not appearing correctly below some icons (ex.: team icons at the top of the menu tab had a black square background instead of a drop shadow)
Fixed a UI bug that could cause a crash if a panel was being refreshed/rebuilt while scrolling its content
In-Game Event : EarlyAccess #17
Join us for some PvP action and gameplay. A patch is planned for later in the week, which will give us new things to talk about on stream prior to some casual / competitive gameplay.
Check our official Discord channel for in game communication. We'll be playing on the USEast#1 Server for this event.
Event Details
Saturday, Feb 27th 2021 : DevStream & Community Event 20:00 Coordinated Universal Time (UTC)
Event Schedule
Cover the latest Patch Notes & check in on the state of development with Flavien Brebion