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Genre: Simulator, Adventure, Indie

Pulsar: Lost Colony

Beta 28 Release Notes - Bounty Hunters & Galaxy Visuals

[previewyoutube="DGBH_pV1lh4;full"]

Hey everyone!

Beta 28 is out now! This update adds space visuals that represent actual areas of the galaxy. While in space, you can now see sectors represented by stars, nearby nebulas, the galaxy core, and other sizable features. This should help the galaxy feel more interconnected and provide more visual information about your surrounding sectors.

We’ve also added bounty hunters that can track down your ship if your reputation with a faction is very low. Bounty hunters will appear on your starmap, informing you about their current location, and move in real-time towards the sector where your ship is. When a bounty hunter catches up with you, they’ll try to board your ship and attack your crew.

Missiles have also been tweaked, including new tracking behavior and improved networking. They should be better at hitting their targets overall, especially slow moving ones. AI ships can also use missiles now too. Turret camera input has also been redone in smooth turret mode to better allow for more flexibility and predictability in camera movement at certain angles.

AI piloting has some updates that add a little more unpredictability to their attack patterns. Projectile-based turrets are overall slightly less effective at range due to targets being harder to hit. AI pilots now are also aware of their ship’s turret ranges and can better distance the ship to potentially out-range an opponent.

This update also includes a number of other additions and fixes, many of them centered around the Academy and the feedback we’ve received.



Additions

  • Bounty Hunters: Factions can now employ Bounty Hunters to attack the playership if they have a low enough reputation with them. The chances of a bounty hunter appearing begin at -5 rep. They are pretty low at first, but more negative rep as well as higher chaos increase those chances. You can view the location of the Bounty Hunter on the Starmap and here is the real kicker: while time is usually tracked by the jumps of the playership, the Bounty Hunter can move independently of that, meaning if your ship lingers in an area for too long, your crew may be in for an unexpected surprise. Bounty Hunters can follow your crew into many sectors but not hub, missions or special sectors.
  • New Enemy Ship: Bounty Hunter Ship - This ship enters the sector and can pose a minor threat, alongside the actual bounty hunter.
  • Galaxy Visuals: These visuals represent a large portion of the surrounding galaxy. Previously there were no visual indicators of other sectors in the galaxy besides toggling the icons of the sectors, but now those sectors are often represented by stars. Nebulas and infected space sectors are also rendered. These visuals accurately represent nearby sectors, giving the galaxy a more connected and tangible form.
  • Sectors displayed in-game have had their vertical spread increased. The galaxy got thicker.
  • Added landmark nebulas for hubs and special sectors
  • Added a galactic core visual to represent the center of the galaxy. This is displayed nearly everywhere, even on certain planets!
  • Added globular cluster visuals to represent Exotic Shops
  • Added thruster visuals for the various unmanned drones in the galaxy
  • New sector visual behaviour: when the ship gets closer to aligning to a sector, the visual will slightly grow in size
  • Added an improved respawning system to the Academy. It should place players back near the challenge where they died, instead of needing to run back from the start.
  • You can now practice processing scrap in the Engineering Class hall of the Academy. You can reset the scrap and the failed attempts by exiting and returning to the room.
  • Added a sensor dish practical area to the Academy, where players can better understand the concept of sensor strength, how to collect scrap, fire probes and lock onto ships.
  • Added some additional objectives for the Piloting test in the Academy. They must now collect a piece of scrap and align the ship with a specified sector.
  • The Academy now supports the player being able to place waypoints on the starmap.
  • Added text to the following Academy posters: Silhouette of Long Range Warp Station, Racing Sectors, Silhouette of Automated Trading Station, Silhouette of Repair Depot, Mission Sectors
  • Added a description to the log screen in the Captain’s section of the Academy
  • Added more information to Academy HUD training assistant, Misc Info
  • Added more information to the Sectors training assistant in the Pilot’s section of the Academy
  • Added more information to the Ships and Temperature training assistant in the Pilot’s section of the Academy
  • Added NPC by piloting station in the Academy to explain the piloting test
  • Added NPC to the Scientist’s section of the Academy to explain the Sensors screen in more detail
  • Added NPC to the Scientist’s section of the Academy to explain handheld scanner and healing beam rifle
  • Added more to / changed Programs and Viruses training assistant in Scientist’s section of the Academy to explain the Computer screen in more depth
  • Added more to / changed training assistant in the Weapons Specialist’s section of the Academy to explain the nuke launching sequence in more depth
  • Added scanner pickup to the Scientist’s section of the Academy
  • Added NPC to Academy’s General Information Hall to explain player and crew death
  • Added NPC to Academy’s General Information Hall to explain ship boarding
  • Added NPC to Academy’s General Information Hall to explain Z menu
  • Added explanation of processing scrap to Engineer’s section of the Academy
  • Added brief explanation of scrap to Weapons Specialist’s section of the Academy
  • Added some additional information to the nuke screen to explain the arming process
  • Tweaked the missile screen to improve readability of missile descriptions
  • Status tab of the computer screen now shows a reading of the average incoming damage type



Changes

  • Tweaked Academy lighting in the class hall to better communicate that there are spaces beyond the pillars.
  • Tweaked lighting and arrows at the bottom of the flight-pack course to better clarify where to go if you fall down.
  • Made some minor tweaks and improvements to the Nuke Screen
  • Robots can get drunk off of engine sludge, but no other alcoholic drinks.
  • The Load menu will now provide a heads up message if the player is offline.
  • Changed Academy Infomaster’s dialog tree for better organization of topics
  • Tweaked dialog of starmap training assistant in the Academy
  • Tweaked text of Planets and Stations starmap poster in the Academy
  • Tweaked text of Scrapyards starmap poster in the Academy
  • Changed dialog tree of mission training assistant in the Academy to add an in progress dialog line
  • Tweaked dialog of Flagging training assistant in the Captain’s section of the Academy
  • Tweaked dialog of Sensor Dish training assistant in the Scientist’s section of the Academy
  • Tweaked dialog tree of Engineering Test training assistant in the Engineer’s section of the Academy; also tweaked dialog on coolant
  • Reorganized NPCs, screens, and props in the Scientist’s section of the Academy
  • NPC Vera Scems in Outpost 448 has been removed to avoid confusion
  • Academy description removed from NPC Infomaster Weise Quel in Outpost 448
  • Tweaked UI for crew allowance / credits
  • AI crewmembers are better at choosing appropriate items to use
  • Piloting for drones and AI crewmembers has been tweaked
  • Enemy Piloting AI can now occasionally act unpredictably, changing direction and distance
  • Piloting AI now understands the various turret ranges aboard their ship, and will attempt to keep within the smallest range of installed turrets. If you install a very short range turret, the AI piloting should try to get closer to their targeted ship.
  • Piloting AI can now utilise maneuvering thrusters
  • Nuke screen panel for active nukes updated to be clearer
  • Food item descriptions tweaked: Classic Biscuit, Perfect Biscuit, CU Rations, Marinated Sandshark Fillet, Protein Packet, CU Emergency Rations, W.D. Rations, Engine Sludge, Port Ale, Sylvassi Brew, Balmy Gloom, Bottled Sylvassi Brew, Fungal Spore Pod, Gloom Wine, Long Life Biscuit, Emergency Biscuit, Hearty Biscuit, Healthy Biscuit, Carrot Cake Biscuit, Healberry Crumble Biscuit, Garlic Biscuit, Frozen Biscuit, Funky Biscuit, Lucky Biscuit, Spicy Biscuit, Spicy Crumble Biscuit
  • Pickup item descriptions tweaked: Ancient Statuette, Broken Ancient Statuette, Ancient Sculpture, Broken Ancient Sculpture, Borthix Crystal, Simple Coronet, Ancient Coronet, Regal Coronet, Discarded Scrap, Old Battery, Shipping Logs, Research Medal, Thermal Regulator, Raw Warp Coil, Sealed Box, Sandshark Egg, Ancient Sylvassi Tablet, Train Keycard, Entrance Security Keycard, Level 1 Admin Access Card, Level 2 Admin Access Card, Level 3 Admin Access Card, Aberrant Organisms Lab Access Card, Blue Tomb Key, Orange Tomb Key, W.D. Control Room Access Card, W.D. Flagship Weapons Badge, Estate Access Card
  • Research material descriptions tweaked: Sylvassi Stems, IU-03020, Bulbtooth, Graywrack, Gracilia Floris, Bluffstem, BH-00300
  • Handheld item descriptions tweaked: Fire Extinguisher, Beam Pistol, Smuggler’s Pistol, Burst Rifle, Heavy Beam Pistol, Heavy Pistol, SplitShot, Scanner, Pulse Grenade Launcher, Heal Grenade Launcher, Mini Grenade Launcher, Fire-Killer Grenade Launcher, Repair Grenade Launcher, FB Multitool, Beam Rifle, Healing Beam Rifle, Stun Grenade Launcher, I.M.P.A.C.T. Prototype, S.P.I.K.E.R. Prototype, W.D. Heavy, Ammo Clip
  • Items tweaked to better fit the inventory item preview window: Thermal Regulator, Ancient Green Artifact, Ancient Red Artifact and the Sensor Station Battery.ai
  • Miscellaneous component descriptions tweaked: Sensor Dish, Cloaking System, Sylvassi Cloaking System, Scrap, Stolen Medical Supplies, Smuggled Medical Supplies, Borthix Crate, Refined Sundust, Protector Head, Colonial Classic Captain’s Chair, Colonial Modern Captain’s Chair, W.D. Classic Captain’s Chair, Standard O2 Generator, “Calypso” O2 Generator
  • Weapon component descriptions tweaked: Acid Missile, W.D. Small, C.U. Enforcer, Tactical Nuke, Biscuit Bomb, Railgun Turret, Plasma Turret, Defender Turret, Scrapper Turret, RapidFire, W.D. Prototype ‘FlashFire’, Modified CU Long Range, Automated Railgun Turret
  • Thruster component descriptions tweaked: Dark Thruster, Inertia Thruster, Mini Inertia Thruster, Super Inertia Thruster, Gimbal Inertia Thruster, Maneuvering Thruster, Heavy Maneuvering Thruster, Racing Maneuvering Thruster
  • Processor component descriptions tweaked: ARX-CD, QDI-RCG, BKP-HEAT, BKP-WARP, BKP-THRUST, BKP-WPN-POWER, ARX-TGT, QDI-FIX-ENG, QDI-FIX-WPN, QDI-FIX-LIFE, QDI-FIX-SCI, Research Pipeline Module, Improved Defenses, Sylvassi Cyber Defense Processor, Warp Range Processor
  • Reactor component descriptions tweaked: Null Point Reactor, Colonial Fusion Reactor, Military-Grade Fusion Reactor, Fluffy Biscuit Jumbo Reactor, G.T.C. Quiet Cupcake, Advanced Fusion Reactor, P.F. Anti-Matter Reactor, Strongpoint Reactor, Leaky Reactor, Sylvassi Reactor
  • Shield generator component descriptions tweaked: Tactical Holoscreen, Heavy Tactical Holoscreen, Military-Grade Shield Generator, G.T.C. Blue Goose, W.D. Corp Particle Shield, Fortified Holoscreen, Dense Particle Shield, WD XC-7 Prototype Config 4, Modified Military-Grade Shield Generator, Sylvassi Shields
  • Warp drive component descriptions tweaked: Long Range Jump Module, G.T.C. Silent Cricket, ‘Workhorse’ Jump Drive, G.T.C. Custom, Dark Drive, Snap Drive, WD XW-5 Prototype Config 1, Old Wars Super Jumper
  • Program / virus component descriptions tweaked: Sitting Duck, Warp Disable, Phalanx, Backdoor, Emergency Shield Boosting, Gentleman’s Welcome, Siphon Credits, 0x84B7A2, 0xF592B1, Barrage, OverDrive, Syber’s Shield, Armor Flaw, Shutdown Defenses, Discharge, Digital Coolant, Quantum Defenses, Shock The System, Reinstall++, Quantum Tunnel, Extended Shields, Burst AV, Random Access
  • Tracking capability of “Tracker Missiles” have been improved
  • Tracking missiles have improved networking
  • Missile physics system has been overhauled / improved
  • Improved ship location / rotation networking and error correction
  • Tweaked implementation of Defender Turret Missiles
  • Improved missile visuals / flares
  • Damage calculation for missile hits should be better
  • Thruster visuals for many ships have been tweaked / improved
  • Improved space sector readability. They now have backgrounds to prevent the text from getting lost in bright spots.
  • Older star skyboxes have been removed since they now conflict with the represented visuals


Fixes

  • Fixed a few screen clipping errors in the Academy
  • Fixed a dialogue camera issue for the Atrium description text
  • Fixed a few sensor issues in the Academy
  • Fixed an issue with reviving humans the moment after your ship’s claim was removed by an enemy
  • Fixed some placeholder text in the Captain’s hailing tutorial in the Academy
  • Fixed some placeholder text in dialog of Turrets training assistant in the Academy
  • Fixed a typo in dialog of Flagging training assistant in the Academy
  • Fixed an issue with fires on ships that could cause networking issues / invisible fires
  • Shops can no longer spawn in an Infected sector in initial galaxy generation
  • Fixed an issue with sector faction changing while crew was in the sector and possible desync for new clients
  • Fixed an issue causing the active item for players to not be properly synced to other players in some situations
  • Fixed an issue with some ship screens that could cause them to not to update on initial game join for the host
  • Fixed an issue with boarding bots that could cause them to sometimes be invisible for some players
  • Fixed issue with laser turret SFX continuously playing if its owner ship is destroyed while the turret is firing
  • Enemy crews are no longer able to board your ship if your QT shields are up
  • NPC Otwin Velis has had dialogue camera removed
  • Fixed an issue with the Sector Search results displaying “no planet” for sectors with planets in them
  • Fixed an issue regarding the anti-cheat system and ship names
  • Fixed a computer screen tab issue for hosts
  • Fixed an issue that prevented enemy ships from properly firing missiles
  • Infected reputation is no longer visible / tracked through UI
  • Fixed a moon position error that could occur when entering / exiting piloting mode
  • Fixed a visual issue with phase pistol firing into infinity (the sky)
  • Fixed an issue that prevented the Screen Space Ambient Occlusion (SSAO) effect on planets
  • Fixed an issue that prevented radiation SFX from properly playing
  • Fixed a pathing issue on the Outrider-class starship
  • Fixed a pathing issue on the W.D. Destroyer-class starship
  • Fixed an AI pathing issue related to certain slopes


Thanks for your time and feedback!

Best,
The Leafy Games Team



Beta 27.2 Release Notes

Hey everyone!

Beta 27.2 is out now! This is a small bug-fix update focused on your feedback and reports.

Changes

  • Engine sludge now heals robots instead of Sylvassi
  • Robot characters are no longer affected by alcoholic drinks


Fixes

  • Fixed issue with exosuit not appearing in the Academy if the player has selected a robot character in the appearance menu
  • Fixed issue with long range warp station refunds that could result in the wrong amount of credits being returned
  • Fixed a minor issue with infected crawlers that could cause errors on clients
  • Fixed a minor issue with dragging and dropping ship components that could cause errors


Thanks for your time and feedback!

Best,
The Leafy Games Team

Beta 27.1 Release Notes

Hey everyone!

Beta 27.1 is out now! This is mostly tweaks and fixes for the Academy based on some of the feedback we’ve gotten so far.

Additions

  • Added a missile screen to the main turret control station in the Academy.
  • Added an additional message letting people know they are playing offline when they try to start games, this should hopefully help reduce confusion.
  • Added a description to the atrium respawner in the Academy


Changes

  • We’ve removed the interaction prompt from the “pickup up” parts of the tip system as this may have been causing some confusion.
  • “Fire Gun” tutorial prompt has been changed to “Fire Extinguisher”
  • Tweaked the location of the Engineering Test NPC to avoid confusion about the lever interaction
  • Changed “Use lever to start test” into “Click lever to start test” to hopefully make things extra clear.
  • The Caustic Corsair no longer has the attribute text describing the toxic interior


Fixes

  • Fixed a visual issue with the ship while piloting in the Academy
  • Fixed an issue with first person piloting in the Academy. Due to its unusual nature, it’s no longer possible to try that piloting mode in the Academy.
  • Fixed an online/offline mode problem that could occur after playing the Academy. This may have made it seem like certain games being hosted were not visible in the game lobby or that the lobby was incorrectly empty.
  • Fixed an issue involving the “Shock the System” program.
  • Steam friends count when joining games should be more accurate


Thanks for your time and feedback!

Best,
The Leafy Games Team

Beta 27 Release Notes - The Academy



Devlog #85: https://youtu.be/ewhIVnx86yU

Hey everyone!

Beta 27 is out now! It adds an in-game tutorial called the Academy. This update was surprisingly challenging to put together. Turns out ripping apart a starship and exposing all of its systems in a controlled way is a little complicated. The Academy is now available from the main menu. We decided on having it be a single-player experience so each player could learn at their own pace. In the spirit of teaching, we’ve also implemented a tip system and a tooltip system which we explain more about below.

Besides that, we’ve added a way for the captain to remove the purchasing limits on ship components. This should allow the captain to delegate more of the component shopping to their crew if they want to.

We’ve also added the possibility of moons to show up around the planets. These are just visual additions, but we hope you like them!

Additions

  • The Academy: This is a single player tutorial experience to get new players familiar with the various systems and roles of the game. The goal is not to be a fully comprehensive overview of each system but rather give new players a bit more confidence and understanding before joining a live game.
  • In-game tip system: These tips will show during the loading screen after joining a game as well as when you are respawning in an atrium. They will first cycle through in order and then choose from the pool of tips randomly. If you have ideas for any tips you think people should see, please send us an email here: team@leafygames.com
  • Crew Purchase Limits: The captain can now disable crew purchase limits if they want their crew to participate more in the purchasing and selling of ship components and other high-price items. Crewmembers can only install components by swapping them through the “Compare” option in the store. Otherwise the captain must still install them. By default, limits on crew purchases are active, but the option can be checked off at any time through the captain menu.
  • New captain notifications for crewmembers buying and selling ship components
  • Moons: This is a purely visual addition, but planets now have the chance to generate moons which can sometimes be seen from space and the planet surface.
  • Tooltips: Players can hold ALT to unlock their cursor. This functions similarly to holding SPACE, but it will also display various tooltips when hovering over certain screen systems. This should hopefully be useful for quickly referencing or refreshing one’s knowledge of the screen systems.
  • GX Database: The GX Database, which provides general information about ships and hazards in the galaxy, can be accessed again from the “Search” section of the scientist’s computer screen.


Changes

  • Made some changes to the frozen base planet, requiring players to use their scanners to navigate the mines more.
  • Improved the visuals for the bridge teleporter location in the Forsaken Flagship
  • Added a new area to the Burrow. It will play more of a role in a future update.
  • Cursor is no longer locked when game is loading


Fixes

  • Fixed an issue that could sometimes occur if multiple crew members attempted to process the same scrap simultaneously
  • Fixed a lighting issue found on the Fluffy One starship
  • Fixed a VR bug that wouldn’t correctly orient repair guns and fire extinguishers
  • Fixed a Steam issue regarding the ban list showing unknown names
  • Spotlights no longer illuminate planets
  • Fixed a fire generation issue in the Too Close to Star scenario
  • Fixed a visual issue that could sometimes appear with the sensor dish
  • Fixed a possible performance issue relating to planets
  • Fixed an issue with cheat detection that could potentially cause false positives


Thanks for your time and feedback!

Best,
The Leafy Games Team


Beta 26.5 Release Notes

Hey everyone!

Beta 26.5 is out now! This update was mainly focused on fixing a few low level networking issues we found which may have been causing connection problems in certain circumstances. We also slightly tweaked the ThermoCore reactor stats to help make it more manageable.

In a future update we’re planning on adding in-game tips during times like loading or respawning. If you have any ideas about topics we should cover or where new players could use additional advice, please let us know either by making a comment below or emailing us here: Team@leafygames.com Thanks!

Changes

  • Fire-killer grenades no longer have an effect on reactor temperatures.
  • Tweaked various stats regarding the ThermoCore reactor, which reduce its heat output and help make the reactor more manageable.
  • The ThermoCore reactor’s stat for output references its maximum output now.
  • Heat output now affects core stability. More output will cause more instability when the reactor is in critical temperatures.
  • Overclocking now affects core stability. An overclocked reactor will cause more instability when the reactor is in critical temperatures.


Fixes

  • Fixed some issues with secured games that could cause connection issues in some rare circumstances. Could prevent clients from joining a game until the client was restarted and cause the host to drop a game if a player who was previously the host joined them.
  • Fixed an issue with private games that could cause some desync issues for some clients.
  • Fixed an issue with the character customization menu not properly displaying the page arrows.


Thanks for your time and feedback! We hope everyone stays safe and warm this season!

Happy Holidays,
The Leafy Games Team

Beta 26.4 Release Notes

Hey everyone!

Devlog 84: [previewyoutube="HpWTfk0UCv0;full"]

Beta 26.4 is out now! This update includes a few new additions as well as some fixes.
We’ve added a new Sector Commander, the Deathwarden which can be found in W.D. Space. It’s flagged as an enemy to all, so WD crews can attack it without losing rep.

We’ve also added the ability for Engineers to overclock their reactor. This instantly increases the amount of output the reactor has but also builds heat very quickly. We’re interested to hear what you have to say!

Besides those we’ve also added a few other things and tweaked a few more.

Additions

  • Added new system to allow captains to reclaim their ship (in the event it was stolen or unclaimed in any way) without having it become flagged.
  • Added an Overclock option to the reactor screen. This greatly boosts the reactor’s potential output but also increases heat output significantly. Should only be used with coolant or it will overheat your reactor very quickly.
  • New Sector Commander: The Deathwarden: A larger, more violent deathseeker that is constantly emitting overcharge and comes equipped with lighting turrets and a slowly repairing hull.
  • Combat Levels: Ships in the game now have an estimated combat level which is calculated by comparing all of the ship’s installed components. You can identify a ship’s combat level if your sensor rating is high enough, and you can see your own ship’s combat level by examining your own ship through the sensor screen. These ratings are estimations solely based on ship components, and don’t consider talents or other factors.
  • New Ship Component: Deathwarden Hull - Unique to the Deathwarden, has hull repairing tech.


Changes

  • Made some tweaks to the Starmap for VR players
  • The Healing Beam Rifle now uses ammo and heals quicker
  • Fire Extinguishers no longer cool reactors. When we first added this, we thought it would be a neat secret feature, but since it encourages a playstyle that’s not particularly engaging we removed this effect.
  • The Lightning Turret’s chance of turning off ships when dealing hull damage has been reduced by half
  • Added some additional ammo clips and Revitalizing Syringes to the Wasted Wing
  • Names / health UI of players tweaked to show crewmember health bars when a healing item is being used. The health bar also now flashes green when healed.
  • Overclocked Null Point Reactor renamed to Reinforced Null Point Reactor
  • Tweaked mission text for WD mission ‘Defend Mining Base’, removed one hostile ship, increased credit reward, and increased jump count requirement
  • Chat window text now fades away after a period of idle time, it reappears if a crewmember sends a chat message or the player begins to write one.
  • Tweaked visual effects for Sylvassi Swordship beam attack. Also added sound effects.
  • Internal tooltip system improvements and fixes
  • Certain ship components are now flagged to not drop, these are particularly relevant to the ships they belong to and weren’t meant to be used by player crews (I.E Super Inertia Thrusters)
  • Tweaked explosion visuals for some handheld guns
  • Tweaked projectile visuals to the Splitshot weapon
  • Tweaked the Default AI priorities: The Engbot a higher priorities for fully starting the ship again before repairing systems
  • Fuel and coolant will now be more expensive at higher chaos levels



Fixes

  • Made some improvements to the kick menu to make it clearer when a kick is also a ban
  • Fixed the ship destruction camera
  • Fixed an issue that could make your player character invisible during class selection
  • Fixed an issue that allowed pilots to use their jetpacks while piloting
  • Fixed an issue with the Caustic Corsair dialog not accepting an exact 5000 credit bribe
  • Fixed a visual issue involving a mesh on the Outrider
  • Fixed a networking issue with Morley Morpalti’s ship component store in Cornelia Station
  • Fixed a ship hailing issue related to the Caustic Corsair
  • Players can now atomize research materials while the system is currently researching a new talent
  • Fixed an issue with the ship racing music if the ship was on Green Alert
  • Fixed a few out of bounds issues in the Wasted Wing
  • Fixed a collision issue found on some of the windows of the Outrider
  • Fixed an issue with ships not showing up in some of the UI in some situations
  • Fixed a ship networking issue that caused some ships to rotate and stutter on clients
  • Fixed an issue that could cause enemy ship deaths to register twice
  • Fixed an issue with AI pathing on the snowy terraforming planet
  • Fixed a visual issue on the WD Destroyer
  • Fixed a password window issue that would cause it to incorrectly appear when joining the game lobby
  • Fixed an issue that prevented players from sometimes dropping items on planets
  • Fixed a visual issue with warp that was causing it to not fully show up
  • Fixed a visual issue regarding the “Sword” attack for the Sylvassi Swordship



Thanks for your time and feedback!

Best,
The Leafy Games Team

Beta 26.3 Release Notes

Hey everyone!

Beta 26.3 is out now! This update includes a few fixes to VR and ship racing! We’ve also dropped the rule that crews can only try each Ion Race once. While the previous implementation may have been more realistic, this way is more convenient and less prone to misunderstandings.

Besides that, we’ve also made some large changes to how Steam VR bindings work. The default bindings for both the Vive and Rift controllers have been updated, and players should now be able to use the Steam controller configuration system to quickly customize their bindings. We’ve also made bindings for the Index, though we don’t currently have knuckle controllers to test them on, so we can’t entirely vouch for them. That being said, players using the Index should be able to customize those bindings however they wish.

Additions

  • Added some additional information regarding kicks and bans (as well as how to reverse them) in the kick confirmation menu
  • Crews can now re-try the Ion Races after losing. They can retry by reloading a save made during the race or leaving the sector and returning.
  • Added the ability to activate personal cloak for Sylvassi characters in the Order (Z) menu


Changes

  • Tweaked the Interceptor’s shower doors so that they open further away, and it’s less likely for players to run through them
  • Changed the position of the captain’s log screen on the Interceptor so its action prompt doesn’t interfere with the captain’s locker action prompt
  • Made some changes to what information loads first when a level is loaded.
  • Tweaked turret rotation math to possibly yield smoother results in certain circumstances
  • Tweaked the default VR control bindings and removed some legacy requirements from the system



Fixes

  • Fixed a dialogue issue with an NPC in Outpost 448
  • Fixed an issue on the storm planet regarding creatures in a zero oxygen environment
  • Fixed an issue with research materials spawning beneath a terrain on the kiln seed mission planet
  • Fixed an issue with the Balmy Gloom objects on toxic planet 1
  • Fixed a missing material in Dutain’s Garage (Race 1)
  • Fixed an issue involving saves made on the racing levels not loading properly
  • Fixed an issue that would reset the player ship mid race if a player joined the game
  • Fixed a VR camera issue with the new dialogue windows
  • Fixed a VR issue with the player character model showing up when the Tab menu opens
  • Fixed a few issues that might have caused some voice chat problems
  • Fixed an issue that might have been causing warp drives to show incorrect range when loading a save
  • Fixed an issue with damage tracking that caused runs to be flagged as not eligible for the Pacifist achievement when the player ship had not dealt any damage
  • Fixed a VR issue that prevented players from navigating the Starmap
  • Fixed an issue related to tracking and networking mission objectives for players joining ongoing games
  • Fixed a networking issue with long range dialogue, mission dialogue and objectives during initial ship syncs
  • Fixed a visual error related to certain mission objectives requiring crews to visit planets


Thanks for your time and feedback!

Best,
The Leafy Games Team

Beta 26.2 Release Notes

Hey everyone!

Beta 26.2 is out now! It seems we’ve forgotten to mention one of the other additions we made to the game when Beta 26 first came out. We’ll add it here.

You can manage your ban list much easier now by going into your game settings and clicking the manage bans button. If you kick someone and want them to rejoin your game, you’ll need to go to this menu and remove their name from the list.

Additions

  • Controls menu will now open SteamVR bindings window to allow for those controls to be customized in VR


Changes

  • Tweaked the location of the Ship Component upgrade station on the Interceptor. It’s now to the right of the status screen in the cargo area, which may make it easier to find.
  • Raised credit reward for WD mission ‘Remove Obstructions’


Fixes

  • Fixed a small visual issue with the virus shop interior
  • Fixed an issue with Outpost 448 NPC Wilta Trem’s dialog range
  • Fixed an issue with missing materials in a general shop
  • Fixed some issues with floating assets on purple storm planet
  • Fixed an issue with a floating object in space in first artifact planet sector
  • Fixed an invisible NPC (Silaya Ovon) in Cornelia Station
  • Fixed an issue with Outpost 448 NPC Ghogran Varseil’s dialog
  • Fixed a collision issue on the Long Range Warp Station Interior
  • In-game bug reports should now submit more information (active bindings file, game settings, etc) to help us track down issues faster
  • The report a bug button in the escape menu should now work
  • Fixed some small internal errors being reported by analytics
  • Fixed a minor nav mesh issue found in the CU Command Center
  • Fixed a few lighting issues found across Outpost 448
  • Fixed an issue that could show the outdated SteamVR controllers binding controls / inputs for in-game messages
  • Fixed an issue that would kick bots on the Civilian Ship upon their death
  • Fixed an issue on the Civilian Ship where the respawn timer wouldn’t start at the appropriate time



Thanks for your time and feedback!

Best,
The Leafy Games Team

Beta 26.1 Release Notes

Hey Everyone!

Beta 26.1 is out now! It’s mostly focused on fixing a few of the bug reports that have come in.
Thanks for sending in those reports and for giving us your feedback!

Additions

  • Added some additional floor props to the Interceptor


Changes

  • QDI processors now have a limit of 10 activations per sector. This was added because the new programs which were added in Beta 26.0 could cause an infinite loop of activations.
  • Tweaked the lighting on the Interceptor
  • Tweaked ship flight AI to be more comfortable for players using turrets in some situations


Fixes

  • Fixed a bug that would occasionally make crewmembers invisible on Waste Planet 2
  • Fixed a bug that would occasionally make crewmembers invisible on Barren Planet 2
  • Fixed an issue with a floating asset on planet with crashed deathseeker
  • Fixed missing materials in CU hub
  • Fixed an issue with missing assets in CU hub
  • Fixed an issue with missing mesh colliders at the bandit cave base planet
  • Fixed a missing materials issue with Automated Trading Station Interiors
  • Fixed an issue regarding Racing sectors not properly showing up after loading a save or resetting the galaxy
  • Fixed a minor visual issue relating to turrets on the Interceptor
  • Added a glass collider to the Interceptor’s reactor
  • Fixed a visual issue where one could see the bridge of the interceptor from another window
  • Fixed issue with infected crawlers not properly dropping from ceiling
  • Fixed an issue that caused projectiles / missiles to not properly cause damage / effects to some ships
  • Fixed an issue with a wandering NPC on the grassy planet in the sundust delivery mission
  • Fixed an issue with player dropped items not being visible in certain situations
  • Fixed an issue involving out-of-date / missing sounds


Thanks for your time and feedback!

Best,
The Leafy Games Team

Beta 26 Release Notes

Hey Everyone!

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Beta 26 is out now! This update includes an upgrade to the core game engine, as well as three new ships with unique systems and various ship components! In addition, we’ve made multiple improvements to VR support!

New Ships: This update is the first where we’re adding three new ships at the same time. Each of these new ships were crafted with the goal of making them a unique experience.

The first ship is the Nomad 5 produced by SunCircler. This ship is a civilian vessel and wasn’t built with heavy combat in mind. Crews who begin in this ship have no faction. They start at chaos level 3 and have sub-par ship components making this ship challenging for players, especially early on.

The second ship is a relic from the Old Wars known as the Interceptor; it has been restored and retrofitted with modern technology, allowing it to properly interact with today’s systems. The interceptor is unique because a shield generator can’t be installed. Instead crews must utilize one of the ship’s unique features: field repairs. While it’s not as economic as going to a repair depot, captains on the Interceptor can use processed scrap to heal the ship’s hull, even during a fight.

The third ship in this update is also a relic from the Old Wars, only it was a ship on the opposite side of the battles. The Sylvassi Swordship was faithfully restored and retrofitted to be usable today. Its design is very different from the other starting ships and it comes equipped with a unique ability; once per jump the pilot can fire a frontal beam that can deal enormous damage to unsuspecting ships. It works well when used in tandem with the ship’s cloaking system, and it was feared by humans during the Old Wars. It also comes equipped with a host of new ship components that are uniquely Sylvassi in style.

This update also adds improvements to VR support. While there are still some rough edges, we’ve tried to take your feedback and our own experiences with the game to improve upon the usability and comfort. Some of the bigger changes we’ve made are to many of the interactive menus while playing the game, movement controls, and piloting.

Many of the interactive menus are now attached to the motion controllers, allowing players to more easily interact with them. The Main hud is also attached to the two controllers and should hopefully make it more readable and interactable. The offsets of these menus can be adjusted in the vr offsets menu.

We’ve added options for snap turning and the ability to customize the degrees in which the camera rotates. We’ve also added a toggle function for running which should make the experience more comfortable, especially on the rift.

A note about piloting: By default VR players will be restricted to the Manual Flight mode and the first person camera mode. We have found these to be the most playable and comfortable modes when playing in VR with controllers. For those who don’t want these restrictions, it’s possible to disable them in the VR settings menu, just keep in mind that we don’t recommend piloting with those restrictions turned off and that our tweaks to the vr controls have been made with those restrictions in mind.

Besides that, we’ve added some quality of life changes to the game. A few of them include: the addition of access hatches on Cornelia Station, the Estate and the Roland which help players maneuver those larger spaces faster than before; the talents menu opens to your specific class right away; the dialogue window allows for more text to be displayed; the computer screen shows which programs are currently active.

We’ve also done a number of other additions and improvements which you can read more about below. This update has taken longer than we originally anticipated, but we hope the new stuff makes up for the wait.

Additions

  • New Ship Class (The SunCircler Nomad 5 - Economic All-Purpose Space Vehicle) - This ship is intended to provide experienced players with an added challenge. This starting ship begins at chaos level 3 with low-quality ship components and no active faction. This makes early game much more difficult and hopefully provides an engaging challenge to players looking for a harder game. We anticipate crews starting on this ship will tend to avoid all-out conflicts in space until they begin to improve their ship. This ship has only one basic turret slot instead of two, and its startup switchboard is much closer to the bridge which is fairly unusual.
  • New Ship Class (Interceptor - Restored Old Wars Relic) - This ship is a refurbished relic from the Old Wars back when Atriums, Shields and Teleporters were not widely used. This ship has had some of those amenities added, but it doesn’t come with a shield generator and it’s impossible to install one. Its hull is designed to take a beating and can be repaired using scrap while away from a repair depot. Processed scrap can be used to repair the hull even in the middle of a fight! This ship also has a reactor that periodically leaks radiation into the engineering bay.
  • New Ship Class (Sylvassi Swordship - Restored Old Wars Relic) - This ship is a refurbished relic from the Old Wars. It has a cloaking system that charges very quickly, as well as a beam weapon called the Sword than can be activated once per jump by whoever is piloting the ship. It also starts with several new programs.
  • Interceptor Screens - The Interceptor has been retrofitted to use a modern computer OS but the screens are still the authentic monitor-based screens used in the Old Wars. They are older and more utilitarian.
  • New System - Field Repairs for the Interceptor - The captain has the ability to repair the Interceptor’s hull at any point by consuming processed scrap. 1 processed scrap will repair 100 points of hull. While it may be cheaper to purchase repair at a repair depot, this system allows one to repair the ship’s hull mid fight.
  • New System - Sword for the Sylvassi Swordship - Powerful front firing beam weapon that the Pilot aims and fires. This weapon can be used once per jump and is very taxing on reactors, often accumulating lots of heat during the firing process. Its potential for ambush tactics made it feared among humans during the Old Wars.
  • New System - Locked Ship Components - These ship components can’t be uninstalled, sold or swapped. They can, however, be upgraded. If a ship component is locked it’s usually a special part of the ship or intended to be part of a playstyle.
  • New Ship Component - [Warp Drive] Old Wars - Super Jumper - increases warp drive range each time the manual program charge is activated. Resets each jump.
  • New Ship Component - [Hull] Interceptor Hull - Unique to the Interceptor - This hull is exceptionally strong and has unique properties that allow field repairs, yet it isn’t compatible with shields.
  • New Ship Component - [Main Turret] Retrofitted Coil Gun - Projectile-based main turret. Originally manufactured during the Old Wars, it has since been refurbished and improved.
  • New Ship Component - [Nuclear Device] Tactical Nuke - Cheaper nukes with smaller blast ranges, ideal for heavy assaults within close / medium range
  • New Ship Component - [Warp Drive] Old Wars Super Jumper - This warp drive will increase its jump range each time a fuel capsule is used at the manual program charging station. This effect resets after each jump.
  • New Ship Component - [Reactor] Leaky Reactor - Powerful reactor that occasionally spews radiation. Label Reads “DO NOT USE”.
  • New Ship Component - [Shield Generator] Sylvassi Shields - This shield generator has a unique function that increases shield charge rate when shield integrity is above 50%.
  • New Ship Component - [Reactor] Sylvassi Reactor - A competent reactor with a lower maximum temperature.
  • New Ship Component - [Processor] Sylvassi Cyber Defense Processor - A more efficient Cyber Defense Processor.
  • New Ship Component - [Processor] Warp Range Processor - Adds +1 range to the warp drive
  • New Ship Component - [Processor] Research Pipeline Module - Adds one fuel capsule whenever a new talent is researched
  • New Ship Component - [Processor] Improved Defenses - Increases effective hull armor
  • New Ship Component - [Program] Extended Shields - Increases max shields by 80 for 60 seconds
  • New Ship Component - [Program] Quantum Tunnel - Advances the current research track by 1 step
  • New Ship Component - [Program] Burst AV - Removes one random active hostile virus from the ship
  • New Ship Component - [Program] Random Access - Fully recharges one random uncharged program
  • New Ship Component -[Program] Sylvassi Capacitor - Provides 5 warp program charges on execution
  • New Ship Component - [Cloaking System] Sylvassi Cloaking System - More power efficient cloaking system
  • New Ship Component - [Processor] Warp Range Processor - Increases warp drive range
  • New Sector - The Processor Shop - Sells a large selection of ship processors
  • New Sector - The Program Shop - Sells a large selection of programs
  • New Sector - The Virus Shop - Sells a large selection of viruses
  • New Sector - The Sylvassi Shop - Sells various Sylvassi related ship components
  • New Talent - Turret Cooling Optimizations - (Weapon Specialist) +5% to crew turret cooling rate per rank (5 ranks)
  • New Talent - Turret Cooling Optimizations - (Engineer) +5% to crew turret cooling rate per rank (5 ranks)
  • Cornelia Station now has Access Hatches that lead to deeper parts of the station and back to the teleporters.
  • The Estate now has Access Hatches that lead to various parts of the ship as well as back to the teleporters. It also now has a repair depot available in the sector
  • Added Forward Spotlight on the Carrier
  • Added Forward Spotlight on Roland
  • Added Forward Spotlight on Outrider
  • Added Forward Spotlight on Destroyer
  • Added Forward Spotlight on Fluffy One
  • Added visual space particles to the Carrier, Fluffy One, and Caustic Corsair ships. These particles help illustrate ship movement.
  • Added a colored border to current selected ship when starting a game. This should help signify which ship is selected and the color illustrates that ship’s faction.
  • The game settings now have a way to toggle sprinting instead of requiring the sprint button to be held continuously.


VR

  • Upgraded internal VR plugins
  • UI tweak - The right and left sides of the HUD are now paired to the right and left controllers. Players can adjust the offsets of these in the VR Setting Menu under Offsets.
  • UI tweak - The Tab Menu is now attached to a VR controller. This should make it quicker and more intuitive to use the menu.
  • UI tweak - The Escape Menu is now attached to a VR controller.
  • UI tweak -The “Z” menu is now attached to a VR controller
  • UI tweak - The NPC dialogue window is now attached to a VR controller
  • UI tweak - The store window for both Items and Ship Components are now attached to a Controller.
  • The Z menu has new option to reset VR orientation and Skip Warp
  • The controller bindings for Steam VR have been updated to Steam’s new binding system. This should make it easier to customize controller support or build support for other VR controllers
  • Added a Snap Rotate option in the VR menu. There is also a setting for customizing the degree of each snap step.
  • Fixed an issue with action prompts being rendered behind objects
  • Fixed an issue when VR players playing under the roomscale settings would zero out their perspective when attempting to reset their orientation
  • Fixed an issue that sometimes prevented VR players from being able to process scrap
  • Piloting in VR has been tweaked - It’s now set to a first person perspective with manual controls, this, from our experience is the most usable setup for VR players
  • Drop Down Menus should be working better in VR
  • Fixed an issue regarding your player character’s image moving around during class selection
  • VR players can toggle sprint (as mentioned above)
  • Ship’s log should work better in VR
  • VR now responds to the game’s graphics settings
  • The Motion, Healing and Damage vignette strengths have been reduced
  • Improved the look of the vr controllers in game


Changes

  • The Dialogue Window for interacting with characters has been greatly tweaked, allowing for more text to be displayed but also (when the camera permits) better shows the individual you’re currently talking to.
  • Opening the talents menu should now show the talents for your current class
  • The Roland-class starship now has two access hatches to make travel to the teleporter and cargo room faster from the bridge
  • Multiple space backgrounds have been tweaked, they should be slightly brighter.
  • Nuclear devices updated across the board. Overall cheaper and slightly lower ranges / damage
  • Programs on the scientist computer screen now show when they are active (if applicable)
  • Chaos level increases from ship destruction and warping is now half of previous values
  • Barrage program - increased active time from 8 to 15 seconds. Decreased boost amount from 50% to 35%
  • Updated Abandoned Station: added lighting, added more props and pickups, tweaked materials, tweaked mission text, lowered buy-in for AOG crews
  • Updated Cryogenics Station: added lighting, added more props and pickups, edited text for Alosius Grec and Yiria Sali, decreased credit reward, fixed an issue with the turrets not attacking properly
  • The cryo chamber cargo assets have been updated with the current character models
  • Updated WD Toxic Waste Mission Planet: tweaked materials, tweaked Reese Novo’s dialog, raised credit reward, fixed pathing issue with station interior
  • Updated Rocky Plains Mission Planet: changed lighting on planet and station interior, tweaked materials, added more props and pickups, edited Kirod Ennish’s dialog, decreased credit reward and removed reputation reward
  • All installed nuclear devices now increase the intimidation rating of dialogue choices
  • Armored drone modifier now boosts hull armor less than before
  • The default flight and camera mode for new players or those who reset settings are Manual and Hybrid, this can still be changed at any time while piloting by pressing X and Y respectively
  • Captains Waypoints should not only be more accurate when determining the fastest route, but also update faster. Curren players who are still syncing galaxy data may not see the waypoints until it’s all synced however. (1-2 minutes)
  • The scrapyard is now listed on the Starmap legend
  • We’ve made some tweaks to how armor scales and how it affects damage reduction, this should allow armor to play a better role when reducing damage for particularly bit hits
  • Sensor readout now shows Ship Type instead of GX ID
  • The ARX-TGT processor now also provides a turret cooling bonus in addition to turret damage
  • Reactor coolant is now more effective when cooling turrets
  • Turrets now cool down faster after overheating
  • The WD Destroyer’s screen type was changed to the WD style
  • Starting WD Destroyers now begin with a WD classic Captain’s Chair
  • WD Destroyer no longer have the boost to turret damage
  • WD Destroyer’s Armor bonus is now +25% instead of 50%
  • The WD Destroyer’s hull is now locked
  • The WD Destroyer’s reactor now begins with a slightly weaker reactor
  • Tweaked the starting orientation of ships in the Estate Sector to a more interesting view


Fixes

  • Player names should not appear if they are in different areas (i.e. different interiors)
  • Fixed a networking issue regarding Scrapyards
  • Fixed a teamspeak issue regarding game names with more than 18 characters. The game should limit the names properly
  • Fixed a few fire issues found on the Intrepid and the Roland
  • Fixed a room culling issue found on the Roland
  • The in-game bug reporting system should be improved
  • Fixed a few small visual issues on the WD Annihilator
  • Tweaked a visual issue found on the Carrier
  • Fixed a few symmetry issues that were reported
  • Fixed an issue regarding fires not being visible due to culling reasons
  • Fixed a character head flicker issue
  • Fixed a lighting issue regarding The Estate’s thruster lights
  • Fixed a pathing issue found on one of the cave planets
  • Fixed a screen culling issue found near the bridge of the Roland
  • Fixed a pathing issue found on WD Base Planet
  • Fixed missing collision in Dutain’s Garage race sector
  • Fixed missing materials in Sylvassi Cypher Lab
  • Fixed missing materials on red dunes planet
  • Fixed floating assets on artifact planets
  • Fixed issue with temperature on artifact planet 3
  • Fixed floating asset on Fluffy One ship
  • Fixed an issue that might have been causing false positives with an in-game security method
  • Added a small change to potentially help an issue regarding bots occasionally firing through walls
  • Fixed an nav mesh issue found in the cargo area of Fluffy One
  • Fixed a potential networking issue regarding the Atomizer
  • Fixed an issue regarding bots occasionally becoming invisible when playing Liar’s Dice
  • Fixed an AI issue regarding the Weapbot on the Carrier
  • Fixed a potential issue that might occasional prevent fires from starting on the Carrier
  • Fixed a networking issue regarding players entering and exiting interiors
  • Fixed a bug that would occasionally render players invisible if they died on a separate ship
  • Fixed a few minor errors found on some abandoned ships which may have been leading to some issues
  • Fixed an issue with nukes when they were not manually detonated
  • Fixed a pathing issue at the Grey Huntsmen station
  • Fixed a minor visual issue on one of the cave planets


Thanks for your time and feedback!

Best,
The Leafy Games Team