Updated the unlocked ships menu visuals and borders
Changed background color to blue of unlocked ships menu
Changed campaign select background to blueoptiontwo
Added @Admiral Algor (GMT+3) @Admiral Atrixsanna and @Admiral Brackman (CEST) to the credits
Added the text 'Select a ship to display its statistics' in the top menu of the unlocked ships screen
New map & Hunter Seeker Drones!
The main changes:
Added new map: Serenity
Added new ship: Hunter Seeker. Slow moving, relatively expensive, low health but huge area of effect damage.
Other changes:
Added fix for the automatic engagement range
Implemented damage modifiers and new Heavy frames balance that was approved on the test client.
Fixed the offset for the players entries on the score screen.
Moved 2nd weapon slot of Jaeger to the bottom
Now disabling UI in the campaign mode will also hide campaign specific UI elements.
Added 2 seconds delay for every specific unit VO. Now there will be no possible "moving", "reporting", e.t.c. VO spam not matter how fast you click those buttons. Implemented functionality to set the delay time in the settings. Will be added with the options UI rework.
Tested new additions with profiler to make sure they are not creating significant extra script load on CPU.
Refactored timers in the campaign Mission 3 @HessXXX @Admiral Atrixsanna
Addressing new Heavy ships balance in campaign: mission 7 now will have only 1 heavy ship per 4 enemies spawned (previously was 3); mission 8 now has increased by 30 sec ship spawn interval (back to vanilla one).
Fixed amount of spawned ships in mission 7 not increasing per new wave.
Addressing new economy balance: mission 7 now has 2 anomalies; mission 8 now has 3 anomalies. @Admiral Brackman (CEST)
Found graphical bug: when more then one objects uses distortion shader GPU renders properly only furthest from camera.
Replaced green black holes in missions 7 and 8 with regular ones. @Admiral Thomas
Found and eliminated 'ghost turret' making progression counter show wrong max unlocks number.
Fixed Pulvelizer having switched values of volley size and damage per missile.
Implemented council changes for Fish and Spear ship frames.
Tweaked black hole effect a bit
Spear got back to 80 HP after consultation with the @High Council
Limited voice over lines more
Eradicator: changed weapon fire distance to be closer to minimal engaging distance
Eradicator changed weapon fire distance
Tested and confirmed that Eradicators can and will target any building as intended. Damage sync over network written by Thomas works correctly.
Eradicator turn rate is set to 10.
Changed Hunter Seeker thumbnail
Updated background planet color
Updated background planet moon colors
Checked if hunterseeker ship color changes properly (it does)
Hunterseeker charge + hunterseeker detonate effects and sounds are now network synced
Hunter seeker ships now unset camera follow upon detonation and don't show a regular wreck and explosion since that's detrimental to the AOE attack they deal
Don't forget to join the discord and support the project! <3
Eradicator anti building Platform & new maps
This week I've added the Eradicator and a whole bunch of other changes.
See them below:
Limited repair amount per tick to 50 HP per 5 seconds to prevent super-high health units from becoming overpowered if paired with repair cruisers (was 35).
Ships being repaired by repair beacons, repair cruisers or repair zabu's will now heal for 10% per 5 seconds with a max of 50HP per 5 seconds.
Implemented new method for audio management to prevent audio popping and create a more smooth experience
Ships with built in self-repair will now heal for 15% per 5 seconds with a max of 75HP per 5 seconds.
Uploaded 'More powerful heavy ships' branch to the steam test server for backers to check out/playtest
"Can't build here." Disallowed building an Anomaly Extractor near the another one. Effectively limiting them to one per anomaly.
Removed Shipyard from the boostable by escalation structures buildings.
Checked if new steam versions for live and test server worked in MP
Added new map: Aquatus
Added new map: Infernus
Added new map: Emeraldus
Placed the right planet for Aquatus
Added the right planet for Emeraldus
Moved lava planets back further (too big/bright)
Changed the map for the tutorial to Orion instead of DeepSpace
Added blue range indicator bug to Algor his todo list with an elaborate description regarding when it occurs and how to probably fix it
Created a new ticket for the 'audio popping' in battle as descriptively as possible. I dont know how to tackle this yet. Will look into.
Added map selection to the SP game modes.
Turned off map randomizer in the SP game modes.
Double checked if lobbies in all game modes works as intended with a new functionality.
Implemented popcap for AI
Added Random map option to the single player map selection. Map will be randomly chosen from the map preset list.
Implemented Random map option for the MP game modes.
Added debug lines to trace aiming bug
Fixed Wave interval Slider in the Coop Wave defense. Most likely was the source of waves "desyncs" reported in that game mode.
Player entry labels now all has same font.
WRI circles now properly hide on the cinematic camera and toggled UI.
Fixed Tirqa using wrong projectiles of the medium weapon type.
Fixed Tiamat using default projectiles making it's shots not noticeable in the battle.
Tested new projectile styles over the network.
Fixed Direct control mode affecting another ships owned by host (both under their control and AI)
Fixed Direct control mode affecting clipping
Fixed Direct control mode storing previous target movement position leading to ships "running away" after exiting direct control mode.
Added rank icons to the game in preperation for future Veterancy functionality
Added rank icons to the game in
Disabled distance culling for player's units under direct control. (Fixed rare bug of units disappearing after 'steering' in the direct control)
Fix will be pushed to the git right now and uploaded by @Admiral Thomas .
Implemented all suggestions from the-council channel. @High Council
Fixed Wave Boss (Enemy Flagship) collision model.
Fixed ESC menu no longer pausing the game
Fixed Arteus Enhancer not giving speed boost to some ships based on the deprecated ship class.
Fixed fighters and bombers not adding to the targets list on respawn after death or docking. Leading to them being ignored by the enemy fighters
Fixed carrier squads some times not being added to the targets list in the Single Player game modes.
Added possibility to re-engage returning to carrier squads in combat if there is new target in range. It fixed fighters bug when they were released and returned back to base immediately.
added laser sounds for a new ship
Fixed audio cackling by added a limited to the custom sound player
Set SP default map choice as Random
Added first ship with forward facing shield and weapon (Eradicator)
Eradicator now play sounds while attacking
Added Eradicator start effect
Added Eradicator end effect
Added Eradicator sounds
Tested Eradicator forward shield functionality
Temporarily made the Eradicator unlocked as a default ship
Added Eradicator Thumbnail
Eradicator impact point is now the actual impact point
Disabled Eradicator shield on spawn to prevent shipyard clipping
Added manual description for bombers and eradicators ingame since they lack information about weapons so this fills the tooltip a bit
GUI tweaks & Heavy Ship update preview
Been a busy week! Here are all changes we've made to the game;
Updated ship editor interface
Photoshopped a bunch new GUI elements for various menus and buttons
Fixed timers in the mission 2.
Now player's can't complete it before defeating all waves and the Flagship.
Fixed yet another timer bug which was preventing players from completing mission 7.
Unless the were really fast in killing the last wave. Like 20+ heavies in 2 seconds fast... 😅
Refactored mission unlocker. Now if player finished Mission 4 in the previous build - they will have all missions below unlocked.
Merged changes into the develop branch.
Checked if I had removed the accidental loot-spawn in missions correctly
uploaded campaign hotfix to steam
Hotfixed lose trigger in the missions 6, 7, 8
Fixed narrator being too optimistic about our victory chances in the mission 8.
Now there should be no enemies before they can relax.
Added additional logic to the mission 8 so its objectives will be less frustrating.
Repositioned some starter structures for missions 7 and 8.
Mission 8. Now camera focus triggers only for the first alien structure
Mission 1. Moved trigger in front of the shipyard. mIncreased weapons range of it to 300.
Fixed Hawk thumbnail icon issues.
Added objective counter text element to all campaign missions.
Updated wave spawner logic so we can add more or less then 10 waves in the Wave Survival game mode later.
Added objective tracker to the mission 5.
Mission 7 tracker enabled.
Polished mission 7 objective triggers.
Mission 8 now have objective tracker as well.
Fixed weapon mount points on Towerer.
In-game test with magma cannons just to make sure.
Merged all fixes and QoL additions to dev brunch.
Mission 7 now has limit how close to the previous one it can spawn the new wave.
Mission 8. Removed possibility for alien structures to be spawned on each other.
Increased power and metal cap in Battle Royale and Base Assault
Changed mission 1 mining outpost to look more like a mining outpost
Set font size of ship name to better fit the unlocked frame icon. @Admiral Thomas @Narzafa
Added a border around healthbars
Added little marker to the suppressed alien structures in the mission 8.
Implemented approved council suggestions.
Added slight border to healthbars
Fixed darker background for healthbars
On the test server we currently have;
Limited repair amount per tick to 50 HP per 5 seconds to prevent super-high health units from becoming overpowered if paired with repair cruisers (was 35).
Ships being repaired by repair beacons, repair cruisers or repair zabu's will now heal for 10% per 5 seconds with a max of 50HP per 5 seconds.
Ships with built in self-repair will now heal for 15% per 5 seconds with a max of 75HP per 5 seconds.
Heavy ships costs twice as much
Heavy ships now have twice the health
Heavy ships now fire 33% faster to make them feel more like space fortresses
After the project backers are done testing those elements on the test server they will be put on the live server as well. Likely next week or the week after.
Ingame GUI visual improvements (and ship editor)
Improved visuals of the Orion map this week and also improved some ship editor and ingame GUI visuals. Some still need to be done, but its already another improvement upon the previous iteration.
tweaked minimap visuals
added bordres to the selected unit thumbnails
updated loot visuals
updated ingame toggle buttons borders
tried out factions experiment/test
updated borderson all ingame construction buttons
updated visuals on top-right ingame menu
updated unlockedships menu visuals
changed welcome message in ship editor + photoshopped its background
updated ship editor interface
fixed AI repair ships and structures not repairing AI units
victory/Loose message moved up a bit so now it will not block the menu window and players can leave before it hides
photoshopped a bunch new GUI elements for various menus and buttons
updated chart bars in the fleet editor to be dynamic and draw from the actual values
Weapons now deal damage by this logic: x 1 to the same armor type x .33 to the neighbor armor type x .25 to the far different armor type
Updated AI & near future roadmap
The most important update for this patch is that we have updated the AI.
It will now defend itself with more types of ships and more 'naturally'.
It will now spread its buildings out more and make more use of the map.
It will now send up to three simultaneous attack missions on a random group of buildings via a random attack vector.
In addition to that there are some major changes being made as well. Mainly;
Modding tools so that people can make star wars, battlestar galactica, star trek or whatever type of mod they would like. Starting with the basic tools like adding your own ship models
Unlocking the last 3 campaign missions and playtesting each of them (will be in the next patch).
Started working on the coop campaign that will be an addition to the singleplayer campaign.
The modding is currently available only to people who have supported the project or are currently supporting the project(see discord what that entails here https://discord.gg/KrWbsdX). They always have access to the test server. After the test phase is complete and we deem it usable/bug free enough then we will also release that part on the steam live version.
Furthermore we have also:
Fixed bug leading to the false announces about unit under attack when player was attacking enemy.
Balanced some weapons
Updated some visuals in the ship editor
Updated the thumbnails in the top-left of the ship editor
Building queue (often requested) has been added to the game!
Building queue + team reinforcements Many people have requested the building queue to be added. Its now finally in the game. I am also looking to scale up the production team since I've been working on this project by myself for about 3.5 years now and its definitely time for fresh blood. MrBonecrash and Mackie will be helping me out with programming now so I'm finally no longer completely alone! Whoo!
Join the discord Join the discord to give your own suggestions and find multiplayer and coop players. You can join the discord here: https://discord.gg/KrWbsdX
Here is the list of stuff that has been added these last weeks:
Doubled zabu complex size
Doubled zabu mine size
Doubled zabu plant size
Doubled zabu beacon size (should make it easier to target in the battle royale game mode)
Added Jarl pattern battleship
Changed Destroyer MKII engine colors
Destructor Pod damage increased from 60 to 140
The Colony bomber carrier is now one of the 10 default ships for all new players
Working on new thumbnails with an artist
Completed ready-for-testing state of multiple AI opponents in Skirmish mode.
Added newer ships to the Skirmish AI ship pool.
Started work on building queue.
Added building queue
Added destruction button to building upgrades menu
Experimented with implementing the new unit thumbnail borders ingame
The building queue is now on the test server for testing. @🥇Project supporter can now check it out on the steam test version. Same goes for @High Council. Once its approved by enough people I will put this live on steam
updated thumbnail for the ship seletion in the ship editor
Arranged new ship editor GUI elements to be implemented
Begun campaign extension preperation
Fixed building queue not building in correct order
Fixed building prices not increasing for buildings in queue
Worked on improving the ship editor visuals (WIP)
Fixed building queue messing up building progress bar
Fixed laser defense shooting while not fully built
Starting with research of basic modding
Made the discord headers more prominently readable
Updated the multiplayer friday bot
Beam weapons now deal gradual damage
The following changes are now implemented;
Beams now deal gradual damage as intended (thanks Algor)
Destructor Pod damage increased from 60 to 140
Added a progress bar to the main menu unlocks
Trained new staff. New updates on that coming soon
Did an inventory of what still needs done before version 1 release
The Colony bomber carrier is now one of the 10 default ships for all new players
Surveyors and plasma fortress
Replaced plasma fortress projectiles with the blue long ones
Replaced super plasma fortress projectiles with the blue long ones
Uploaded the shield fix to the steam test branch for testing
Edited a bunch of images and updated the 4 first images shown on steam.
Disabled one of the trailers on steam (too short)
Did the weekly key giveaway on discord
Checked out the 'loot tooltip incorrect upon looting item' ticket. Spawned 20x loot in singleplayer, 20x loot in multiplayer, and checked to see if the info was displayed correctly and it shows up in editor. Seems to work as intended. Have asked the person who reported this bug for more info.
Removed testloot from scene
Fixed Base Assault button in ship editor not working ( @Algor (GMT+3) already done)
Checked Iron Dome. Seems to work as intended. Closing ticket.
Added an Iron Dome to the bottom of Plasma Fortresses as well
Arranged some development help. Coming soonâ„¢
Started on a 'instructions' file so that new programmers can more easily read up on how the project is structured roughly speaking
Shields started with incorrect values in multiplayer when 2 were applied. This is now fixed.
Weapon range indicators
[previewyoutube="bGNy9cqRvVU;full"]
Surveyors are now excluded from selection just like harvesters (unless only surveyors are selected)
Fixed Weapons Range Indicators not showing for enemy ships
Fixed Weapons Range Indicators not showing when Health Bars were toggled on
Added Bee as default ship frame (unlocked for everyone)
Fixed some minor issues with Weapon and Utility modules names preventing them from being properly unlocked by default (hopefully for good this time)
Refitted some default ships to feature more weapons, modules and ship frames so new players will have more versatile fleet by default
Fixed the "falling Jaeger" issue. Now this ship frame can be added to your fleet deck and used in game.
Worked on GUI visual updates
Worked on future of company (work in progress though)
Put out a bunch of requests for people to help with marketing
Disabled building desolve autodebug spam
Excluded Anomaly Extractor from powerplant list. This fixes the issue of more anomaly extractors built accidentally increasing the power plant costs
Made both black hole positions mirrored completely which fixes the imbalance in 1v1 games. There is no solution for players more than that currently. This will be resolved once the map-selection is in (it is going to be reworked for better team-positioning)
Uploaded latest version to the steam playtest version for the @🥇 Backer reward role and @Moderators to check
Tried to reproduce the Indomitable not launching fighters in MP. Works as intended for me. Will close ticket for now until I see it happen again.
Changed guide slides yellow heading colors to the new blue colors