FIXED Exiting Direct-control mode while fast travelling causing the AI not using its weapons after entering combat
FIXED Weapons not firing after their ammo was depleted but still visible in the magazine UI
FIXED "ALL" Ship filter in the Fleet Roster sometimes causing weird UI flickering
Update 0.13
Hello Pilots and Commanders, Update 0.13 is live! Let's take a look at what has changed.
Updates:
Sector map:
Raid sector types are now accessible through "challenges" - new window in sector map to better differentiate between standard gameplay sectors and single-mission scenarios
Some UI enhancements related to the upcoming content update, which will add additional sectors and reorganize them in a new way in the game
Fleet Roster and Shipyard:
Hangar background for Fleet Roster and Shipyard
"ALL" ship filter in Fleet Roster
Ships in Fleet Roster are now sorted based on their value
General
Weapon Gimbals are now optional - you can set your preference when starting a new game or in the game settings
Manual weapon reload - you can now reload your weapons manually, the default keybind is set to "E"
Fixed weapons in cockpit now show live magazine ammo count
Turrets now have a ship-class specific accuracy stat in order to better differentiate between their usage
Control points and Navigation Beacons are now targetable
Tacview fleet tab ship selection - single click will select the ship without focusing the camera, double click will focus the camera on the selected unit
In-sector Exit Sequence UI has been reworked
Various UI updates for better clarity
Implemented two-step quit game process to warn player about saving the progress
INCREAED Heavy Missile and Torpedo silos minimum range to 2000m
INCREASED Light Missile, Heavy Missile and Torpedos integrity
REDUCED Auto Canon turret accuracy against small targets
REDUCED PDGT Point defense turret damage
Fixes:
FIXED Ship engine sound still playing when offline while in cockpit mode
FIXED Loading screen not triggering when exiting back to Main Menu
FIXED Mouse input sometimes not working after leaving a sector when playing with a controller
FIXED Wrong sector notification after claiming Cascadore
Up Next - Content Update
As mentioned in our recent work-in-progress news, our efforts were split between two updates. With the Quality of Life update out, we are now fully focused on the first content update for Space Reign. Stay tuned for a deeper dive into this topic in our upcoming Progress news segment.
On that note, let's end this post with a preview of new building modules that will be used to create various stations and outposts in the new sectors.
See you next time and Good Hunting!
Community Poll - Third Person Ship Control
Dear Players,
As you may have already noticed, Space Reign is quite a complex game (especially development-wise for our 2-man team) with several different ways and perspectives when commanding your fleet:
First-person direct control for small ships
RTS-like fleet command
Upcoming Third-person direct control for large ships
With the large ship direct control on the roadmap and some initial experimentation with its third-person view already done, we thought of an alternative way to connect these experiences - making the direct control of any ship from the third-person perspective as the new default , including small ships like fighters and drones, which would consequently also bring a lot of benefits, such as:
One default ship perspective for all ship types - easier to comprehend and navigate around when switching between different ship types
Faster implementation of new ships (no need to make a cockpit first before they are added to the game)
All ships already in the game could potentially be playable, regardless of having a cockpit model for them ready or not (e.g. Low-cost ships used by the Marshall Gang)
What would happen to the Cockpits?
First person cockpit perspective for small ships would still be an option, but implementing new cockpit models for new small ships would not be a development priority while working on additional features and content. New cockpit models could also be chosen via community polls - making sure that they get implemented for the ships preferred by the community first.
This poll and its results do not change the current course of the development, we just want to know what the community thinks first before committing to any possible changes.
Hello Pilots and Commanders, It's time for some work in progress news. With the initial Early Access launch hassle now over, we would like to keep you updated on our progress between the individual updates more regularly. Let's start!
Upcoming Updates
Currently, we are in the process of making two updates:
1. A smaller update consisting of additional bug fixes and player onboarding improvements, as well as some much desired quality of life additions.
2. A major content update with new sectors and reworked sector map, which will allow for more expanded mechanics to be implemented later on.
In this post, we will be talking about the first update to come and some of the progress made, let's start!
QOL and Onboarding update
Since the initial Early Access release, we have been able to fix a lot of bugs and address numerous issues with your helpful feedback. (keep it coming!) Initial experience and base gameplay is really important to us, and even with some changes already made, we believe that the introductory experience still needs some work.
That is why we have decided to do at least one more update related to this before adding more content and expanding the game with new mechanics. Here are some of them:
Weapon Gimbals will be optional
So far we are very pleased with the feedback regarding recently implemented weapon gimbals. Players struggling with weapon accuracy are reporting the game to be much less difficult and more enjoyable, which is awesome to hear.
However, we know that players more experienced in cockpit space-sims have found the game more rewarding without them. Therefore, you will have the option to set up your preference before starting a new game and then change it anytime in the game settings.
Based on your feedback regarding the weapon gimbals, we are also thinking about the possibility of making different weapon variants, making the weapons with gimbals less powerful than those without them, which could increase the player's motivation to play with fixed weapons, trading easier accuracy for increased damage.
On the other hand, this requires more work and time for implementation, so we are keeping it as an option to be decided later on as we gather more feedback.
Weapon reloading and magazine count
Smaller but a much wanted feature, manual reloading and live magazine ammo count is finally making it to the game.
Targetable control points and Navigation Beacons
For even better navigation in the cockpit, all controls points and navigation beacons will be targetable, allowing you to target them both in the Tacview and directly in the cockpit, making them visible on the HUD and the target camera.
Fleet roster, Shipyard and ship loadout editing mode upgrades
We are working on improving the UI clarity, implementing new hangar model to replace the current black background and adding features such as the community requested "ALL" ship filter and ship sorting by cost. A number of additional bug fixes are being worked on as well, but more on that in the patch notes once the update is out.
Stay tuned for more updates and don't forget to check out our discord to leave suggestions and hang out with our active community!
Modified doppler effect values of missile and ship engine sounds to prevent them from triggering a huge change in their pitch.
Fixes:
FIXED Player large ships not playing their secondary engine sound
FIXED Cockpit mouse controller not having a deadzone
FIXED Controller subsystem targeting triggering the action multiple times
FIXED 2 simultaneous music tracks playing during the last wave in the Combat Practice mode
FIXED Combat practice mode wingman not having weapon gimbals enabled
Update 0.12 is now live!
Update 0.12 is here! Take a look at whats new and what are going to work on next.
Update preview video
Controller Support & Keybinding
Controller support is finally here! Since the beginning of the development, we have always wanted Space Reign to support controllers for the cockpit gameplay, compatible with both gamepad and stick setups. Thus, it was never a question of if, but when. With Space Reign being a mix of strategy and a space-sim, we repeatedly have to decide where to put the current development focus, especially with us being a humble 2-man team.
Basically any standard controller should be compatible, but should you find an issue, feel free to let us know. It is possible to have multiple controllers active at the same time and assign different actions to them during any stage of the game. Just open up the in-game settings and follow the UI in the controls tab.
Controllers only support the direct unit control from the cockpit, but we are still exploring a few ideas to allow at least some basic functionality for the tacview like controlling the camera and moving around, so that you can at least get some sector awareness without the need for switching to keyboard and mouse. Besides assigning controllers, Space Reign now features basic keybinding for mouse and keyboard as well. Do not forget that the control scheme images in Database only show the default key mapping and do not update once you change them.
Weapon Gimbals
Immediately after the Early Access launch, we have received a ton of feedback and bug reports to work with, especially regarding the early difficulty of the game. With several hotfixes released,We have already made improvements to address this, but a lot of players still struggled with one particular element - weapon accuracy.
After thorough consideration, we have decided to upgrade all fixed weapons with auto-gimbal lock, which will make the guns automatically align with the target leadmarker if the center crosshair is within the max gimbal angle of the active weapons. This makes flying and aiming your ship a lot easier while still having the room for some balancing, specifically for more powerful weapons like the autocannon, which should not be as easy to use as the repeaters, especially against small and nimble targets.
Once aligned, the target leadmarker will change its size so that you know when to fire.
Since this is a major change affecting a lot of gameplay, we are still open to suggestions for fine tuning and balancing. Looking forward to your feedback about this.
Up Next
Our plan is now to continue working on bug-fixing while addressing some requested quality of life improvements. Then, we will focus on the next update with new content and upgraded player onboarding, which is scheduled to release at the end of August, just in time for the Steam strategy festival.
As always, feel free to join our discord to discuss the new features or let us know what would you like to see in Space Reign.
Good Hunting! 🫡
Update 0.12 changelog
Updates:
Keybinding
Controller Support (Cockpit gameplay)
Weapon Gimbal Assist
AI Accuracy upgrade (AI ships with fixed weapons are now more precise in more difficult cases - especially against other small ships during a dogfight)
Changes:
Lead marker animation now dynamically reacts to weapon gimbals being in range
Damage to missiles launched by their parent ship is now turned off
Fixes:
FIXED Another case of cockpit missile warning sound getting stuck in a loop after exiting direct control
FIXED AI Large ships crashing directly into Neutrals, especially during Contracts
FIXED Launchers not repairing correctly after resupplying
FIXED Taking supplies in combat practice mode causing an error
FIXED Hostile Ares not behaving properly in combat practice mode once spawned
Hotfix 0.11a
Fixes:
Possible FIX for Ships getting stuck in place and not moving even after a direct command
FIXED Mashar hangar bay visual glitch
FIXED Clicking on Logistic Drone bay module not triggering a sound + deselecting the selected ship
FIXED Salvage not being saved after exiting a sector
FIXED Logistic Drones having a weird behaviour when pausing/unpausing the game while they are active
FIXED Ship info panel in loadout editing mode displaying some wrong ship parameters
Update 0.11
Updates:
Reworked in-sector resupply system. Ships can now be REPAIRED, REFUELLED and REARMED with all ammo types including missiles for a fee at docking stations. You can also set your ships to "auto" resupply mode, which will make the ships resupply immediately after getting close enough to a Station. Check the updated database for more info.
Ship to ship resupply system is now disabled while we work on a new approach to this mechanic.
Reworked salvage trading, which now allows you to sell salvage with just one button click after reaching a station.
Changes:
Logistic drones are now significantly faster both in speed and salvaging and their operation radius is increased.
Sector raids now cannot be replayed after winning them. (We want to change this so that you can actually replay them without the fear of losing your ships but not getting the same reward more than once.)
Venom Nebula Raid difficulty reduced and its threat level changed to Medium
Indica Iris nebula asteroids repositioned to better avoid ship collisions
Indica Hostile traffic single unit strength increased
Vega Array Raid asteroid repositioned to better avoid ship collisions
Fixes:
FIXED Projectile Point-defense weapons sometimes not firing in certain target angles (Still needs some work though, will keep you updated)
FIXED Heavy missile silo wrong target tracking info in the stats
FIXED Corporation logo not changing after claiming a sector
FIXED Pirate Warlords objectives not showing up as completed in the sector status window after destroying them
FIXED Module explosion triggering before receiving 100% damage
FIXED Engine explosion sometimes not triggering a sound effect
FIXED Wrong contract info being displayed after failing a contract
FIXED Razer top-mounted hardpoint triggering weird camera behaviour after buying a weapon
FIXED Entering a sector with a large ship as the fleet leader causing some temporary performance issues
FIXED Clicking on "Close" button in Tacview not working properly when not in direct control of a ship
FIXED Some Sentinel platforms spawning with more than one weapon per hardpoint
Hotfix 0.1e
CHANGES:
Since ships do not currently have any advanced logic for checking friendly-fire, the damage for ships of the same corporation is now turned off to prevent them from being accidentally hit and destroyed, especially in larger battles. You can still cause projectile damage to your ships while flying manually, so fire with caution! (this will be changed as well)
INCREASED FT mode speed of Rescue ships in Search and Rescue contracts
FIXES:
FIXED Auto-saving in Fleet Roster causing severe performance drops and stuttering
FIXED Launcher usage default setting being reset after leaving a sector
FIXED Primary/secondary weapon resetting after leaving a sector
FIXED T2 Auto-Cannon turret having a wrong scale of a ricochet projectile
FIXED Marauder incorrect speed in FT mode
Hotfix 0.1d
CHANGES:
Ships no longer fire at enemies during their breakdown sequence, thus preserving more projectile ammo and missiles
Contract markers in Tacview are now interactable (Possible Locations, Expected Target Departure)
FIXES:
FIXED Player Fighters sometimes entering weird drunk-like behaviour, shooting randomly and moving in strange patterns