OK, so since my last news post I have been busy working on lots of mainly small things. But I have been working on a missions revamp for a while now that should hopefully add loads more variety - basically im making a mission editor that I can use + some trusted players. Its about half way done. I'm also working on another 2 non playable races that will be for high level players. + also 3 more star systems. Ive been trying to get a linux version running, but its not there yet....
OK, so highlights of the recent updates:
SF:DG now bundled as part of the game - For the uninitiated. Starfighter: Infinity is a sequel to an older game: "Starfigther: Disputed Galaxy". This was a browser based game that has been offline for many years. Now if you go to the extras page via the main menu, then you can play it (single player only). This is mainly just for historical reasons, and it wont be supported. It is just PC for now, but I will maybe add it to Mac later
A bunch more random events. A cool one is a "Boss Fight" where 2 non playable race bosses will show up to do battle, if you keep out the crossfire then you can probably get some good loot.
New Race: Sheenites - A cool race with some cool loot. Based on the classic Flying saucer look with some retro weapons - they are a great fit for the tone of starfighter and have some interesting devices to allow you to fly your ship in different ways.
Solarions have had a facelift + a new ship to come. Also Dartians have some cool new devices that use mined Nickel to power them
Here are all the change notes from recent updates.....
Beta 0.22.6 - 20/04/2020
New joypad radial menu option - change it on the joypad rebinding screen (keys)
Will ask you "Are you sure" before you sell a craftable/rare/seasonal weapon
Fixes to VR menus
VR Bug Fixed: hud disappearing when changing camera with joypad
Fixed the Yellow Sun being pink
Few other minor things
Beta 0.22.5 - 17/04/2020
Can now remap joypad buttons
Lots more planet text (thanks Arthur)
3 new random sector events
Starfighter: Disputed Galaxy included in "Extras"
New Dartian Equipment/loot
Can now have up to 200 slots in storage
Fixed the bug with some primary weapon not being as accurate as they should
VR: should be able to accept incoming messages with the Action button, and deny with the radar button - ive not properly tested
Will try putting up a linux version
Can switch the HUD font in the options menu - still not really happy with either, but this will make it easier to try out new ones - any ideas, let me know
Fixed some issues with Boss fights
Ship turrets should now ignore neutral targets
Acceleration notched up a bit faster
Some stat adjustments and minor fixes
New star systems progressed and new mission system progressed
Beta 0.22.3 - 04/04/2020
More sheenite spawns
Fixed issue with 'background' black holes sometimes being too close
Generally improved background black holes.
Tried some black text outlines on some things - let me know what you think
2 new Radii mines
Hopefully fixed the error when completing a coop mission - but havent properly tested
Couple of minor tweaks
Beta 0.22.2 - 03/04/2020
New Race: Sheenites
Acceleration now much faster
Distress calls - now have a little box 'ringing' so that you can show/ignore rather thjan it obscuring your view
Black holes have had a facelift
Black holes gravity altered
Black holes & other similar things now appear in background sometimes
Fixed a bug with the confetti bomb
Radii: New death, Decoy added some other tweaks
Added a turret to the Cronos
Co-op missions in, but not properly finished - so probably buggy
VR: Can now grab items from menu plinths
Fixed issues with low mass systems - high mass ships appearing sometimes
Fixed bug with bug reporter priorities
Some other fixes
Version 0.22.1
Just a few small things, been working on co-op missions, but its not ready yet..
Multiplayer traffic meter - can now press ` to toggle, shows what messages are coming in/out
Fixed the issue with not being able to unequip a turret
Radii Skin Added
New weapon: Radii Barrier
Radii revealer fixes
Fixed: Refinery steam coming out of windows
If you are walking/running when you use a station terminal you should now stop walking
Some altered ship stats medusa/oppressor
Fixed anti nuclear and obstinance effect resistances
Some other minor fixes as always
Version 0.22.0
Thanks for all the continued feedback and ideas! The are invaluable and I hope you are all staying safe and staying at home where appropriate. Tough time for a lot of people and a bit hard to focus on building this game, but on the other hand its nice to get lost in my spaceships for a while... Ive added a planet to Sirius to mark the occasion...
Been a few new versions with a bunch of new changes. The most exciting I think is the new Non playable Race: The Radii a race of cyborgs with futuristic tech, a good challenge for higher level players. Another exciting new race soon to come.,..
I also going back to the Co-op missions, while still trying to work on my mission revamp. The 2 things go hand it hand. I can imaging some co-op multi stage missions being quite fun. However this is a big hurdle to get over, might take me a while. I will try and keep doing smaller fixes in the meantime...
Here are the notes from the recent versions....
Beta 0.22.0
AI ship levels: now higher level ships in higher systems
New Andromedan skin added to Benaris
New look for refinery interiors
Space station carpets now owners colour scheme
Can now respawn with fire button
Multiplayer traffic meter added, let me know if it goes high/extreme at any point
New Radii Weapon: Radii Revealer
Shields now sometimes have a secondary resistance against a specific effect
Can now only equip 1 augmentation of certain types e.g. only 1 ship turret
Cockpit windscreens fixed
Eyeblast/brainblast improved
Fixed the energy balancer constantly telling you energy full
Droid weapons all had a buff
Repair beam range increased
Some other bug fixes
Beta 0.21.7
Fixed the error due to the missing double thunderbolt mine
New weapon: Obscurer bomb
Players can no longer get the vendetta if in an older version
Large weapons: now get 1 ammo when you buy, but 0 when you equip from cargo hold, to avoid free ammo exploit
Minor fixes to radii (arming time on photon bomb)
Forkwork egg minefields added to chaos engine
Forkworm eye blast, and the brain blast should now work better when point blank
Adjusted how laser sight works. When holding fine aim on keyboard, but always when not turning fast on joypad/VR
New random sector event added - quite a cool one
Some other small fixes as usual
Beta 0.21.6
New Race added to IoL complete with loot etc but still more to add
Fixed the issue with shield bubbles and other effects sometimes persisting after running out
Summoned minions should now work correctly in FFA zones etc (e.g. wont attack you)
New levels of thunderbolt torpedos
New ship beam turrets: Energy extraction & tractor beam
Laser turrets adjusted, now slower turning with less energy than primary weapon turrets
VR tweaks + tooltip now works better
Can now longer earn money using the life extender & refunds
Ships should no longer try and leave via the edge of the star system and shouldnt hyperspace that way and shouldnt enter from that way
Added some planets
Lots of work on the other (not live) new race
Some adjustments to solarion weapons
Some other minor tweaks and fixes
Beta 0.21.5
Laser beam ship turrets tweaked+ a few bugs fixed. Nerfed slightly
Ship Fighting AI - have tweaked so that they are less inclined to fight round the edges of a sector
If you knock an enemy off the edge of a sector, if you follow them now then theres a good chance they will be in that sector, depending on how quickly you do it - this needs more testing & work from me
Selective Effect dampener fixed
Some errors fixed
Versions 0.21.X
Ive done a few updates, but didn't really get round to shouting about them, so here is a post with notes from the last 4 updates. Mainly just fixes, but a few new augmentations including a laser beam ship turrets, and a repair beam ship turret. Also have been working on 2 new non playable races that are nearly ready and are pretty cool i think....
Mission Plans
I think the current big hurdle for me to get over is to revamp the missions. I want to make the generated one much more varied. Hard to explain how, but imagine you are on an assassination mission, currently you pretty much know what to expect, but what I would like to do is have different 'events' happen during the mission e.g. maybe you get there and find they have setup some defence turrets, or perhaps after a few minutes, some reinforcements arrive. That kind of thing. Another example might be you answer a distress call to find its a trap and you get ambushed.
I would also like to add some more mission types: I was thinking of a mission type where you hear about a freighter carrying a certain mineral that you could steal. You would be rewarded with money but could keep the mineral - for those who dont like mining.
On a similar note, I thought there could be a smash and grab type mission, a bit like the 'collect and deliver', but you would just need to get one heavily guarded crate. So could do it kind of like a stealth mission.
One more idea: Hacking mission. Maybe could hack a station, or something else like a jammer for a reward.
Any other ideas, let me know!
...so those are the randomly generated ones, I also want to add more 'fixed' prewritten missions, maybe with a bit of story to them. That you can complete and 'tick off' adding another type of game progression.
I was also thinking of some 'challenge' type missions where you might have to use a particular ship (and/or weapons) to clear a sector/do something. This might add some challenge for those who just have some level 100 ship and find things easy generally + give a reason to try a different playstyle
Anyway, here are the patch notes....
Beta 0.21.4 - 06/03/2020
New Micro turrets: Laser Beam & Repair Beam. Might add more later, maybe energy extraction beam and others
Micro turret status displayed on right with effects
Null turret now uses dark charging instead of solar
Some usability things e.g. spectate and kill cam keys now blocked while chatting, to stop you bringing up the map etc
Minion limit fixed
Hard light saw fixed
Stopped a few things from ending up in loot that shouldnt have
Medusa & Oppressor now have a utility slot
Ingi skin added to Algol
Some VR improvements
Some other minor tweaks
New races nearly done
+ seasonal weapon added for april 1st - remember to login that day
Beta 0.21.3 - 28/02/2020
Micro turrets now have their own energy and are a bit more intelligent
Recoded non playable race loot - so theres probably more of it to find now (things like triple tobor pulse laser etc)
New Augmentation: Shield to Energy Converter
Ship stats bars on ship menu screen and ship loadout screen show effects from equipment e.g. see if your shield is boosted etc
Fixed the missing/problematic items e.g. tobor factory
Fixed the broken microgates
Made some improvements to background planets and stars when hyperspacing
Did lots of work on 2 new races, but still not properly live
Some ship stat and weapon stat tweaks based on feedback
Other minor fixes
Beta 0.21.2 - 24/02/2020
Fixed a game crash in minefields
Hopefully the missing turret models should be back
Mine formation augs now added - quite fun i think
Ship name now displayed on hud
Cargo screen can switch active ship with right click
Jump gate org colour now correct
Microgates now have better names/descriptions
Fix kit out picking active augs for passive slots
Fixed a few minor errors
Added a new gate to CEn
Power failure/frozen now depete instantly when get knocked out a sector
Beta 0.21.1 - 22/02/2020
Fixed a problem with steath where AIs could see oyu when they shouldn't have
A few tweaks to torpedo ammo, some now have more
Fixed an issue with the new 'kit out' button giving items that it shouldnt
Fixed vortex bomb and AVB error
Adjusted rodion and gao spawning to be a bit more frequent
Stopped AI ships firing microgates
Can no longer use microgates to get to low mass systems in high mass ship
VR mode: Added some 'plinths' to the main menu
Fixed dark anomalies so that they now spawn again
Can no longer walk through substation walls
Fixed a problem with human female bones going wonky in stations
Some other minor corrections
Version 0.20.0
AI has had another revamp and they will do things like use corkscrew to dodge incoming weapons (dumbfire and slow turning) and will also use augmentations intelligently like e.g. fire extinguisher if on fire, energy to shield converter if high on energy, but low on shields etc. The higher level the ship is the more likely they are to do this kind of stuff... They might even do a corkscrew as a taunt after killing you.... This is all on top of the recently change where they now will do things like attack from the side only + I am going to add more...
I am pleased with this as i think it makes the enemies less predictable, and more human-like. But there might be some initial issues, so let me know if anything seems off....
Changes:
When you respawn now, you can use the steering controls to choose where you respawn within a circle, this circle gets bigger as your lives get fewer
More AI improvements will be more noticeable at higher levels and legendary enemies, they will use corkscrew and augmentations
Can now sort your cargo/storage alphabetically and by price
4 New weapons: Javelin Storm, Flounder torpedo, hyperspace harvester
Murk rocket
Hyperspace recharging time reduced to 10 minutes (might put it back up, I dunno)
Fixed a problem with the same saving ai ship locations, now if you leave a sector and immediately go back in, the same ships should be there
More station textures fixed
Fixed a problem with planets in the background, but there are still issues with this
Can now deactivate various camera views if you dont use them
Can now mouse over ship effects to see what they do
Can no longer use a microgate to access a system too high level for you
Close button added to incoming messages
Prospector 3 now works on in station map (if equipped on your active ship)
Hopefully got the hackign notification to tell you the correct level of an item now
+ the usual minor fixes and tweaks
Version 0.19.7
Refinery Textures fixed
New gate from Be > CEn
Fixed layout issues on bug report screen
Chat moved behind window for bigger hud sizes
Fling augmentation now costs energy to use
Rock followers faster and quicker fire rate
"Spinner" script now adjusts for frame rate
Fixed an issue with the tooltip being under the cursor
Version 0.19.6
Hi All, I wanted to get this out before the weekend so may have rushed it a bit, let me know of any issues via ben@benolding.co.uk and I will fix asap....
Ives added some new things to the background: Stars and planet, might add some other things later, except I'm not 100% sure it looks all that good, so i might decide to take it out. Let me know what you think of it...
Changes
New Race in Castor: Igni - complete with a boss and loot
New Star system added, just a bit of fun really: Chaos Engine - requires level 150 or more
When changing to an enemy organisation now you will keep the blueprints from places youve hacked i.e. new friendly stations
Some new Ship AI: 3 modes: Default, Attack from Side, Run when shield low - hopefully will make things a bit more varied. More modes and other AI improvements to come
Can now see stars and planets in background - more work needed on this
"Hard light decay" added to hard light devices, this is to prevent someone maintaining an infinite shield bubble
Offline mode: Solar charging now works when crossing between star systems
Fixed the sector object pointer not working right in certain sectors e.g. jammer sector
PvP matches should now timeout eventually if left
Fixed: 0 nickel requirement on DTr micro jump gate
Some more planets added + a relic
A small improvement to the VR cockpit
Hopefully fixed the null skin being absent
Hopefully fixed one issue that might have been causing some connection issues
Hard light saw duration fixed
Big asteroids should no longer be so high that they clip with your ship
Railgun faster
Other small tweaks to UI and weapons
Versions 0.19.5 and 0.19.4
Hi all, got some new Non playable races in the works, one is 99% done subject to a bit more testing and got another couple of cool ones on the way...
Thanks for all the various feedback and bug reports, I have done a few of them, and will keep on at them tomorrow....
Also added the new VR cockpit where you can press buttons with your index finger and have the monitors around you, which is pretty fun. Follow cam still probably best way to play, but no harm in some more options... VR mode has come a long way (as has the rest of the game)
Heres a video of me mumbling about it (scroll down for the other changes):
[previewyoutube="4qXyUqrbqyQ;full"]
Version 0.19.5
Changes:
Can now fire both primary and secondary weapons at the same time!
Target camera now takes your and target rotation into account in 3rd person mode
Skin tones added
Vendetta mode, can now hack a station if the target is hiding in there
VR Cockpit: Will now see frozen effects, stealth etc have an effect on the cockpit
Hard Light Saw fixed
Shield bubble half fixed (sometimes i think some ship effects get through, will keep working on it)
New chat icon to show who is vendetta target and also who is spectating
Offline mode fixes: Spectator mode now works, can now save ships names and ship slot order
Fixed: Dartian radioactive sphere fixed
Fixed andromedan proton beam
Some small UI fixes
Got new race nearly ready, but its hidden from normal play
Version 0.19.4
Changes:
New VR cockpit added
Can now bind shift keys and mouse 4, 5 and 6
Vendetta Leaderboard Added
Can now delete characters in offline Mode
WMR controllers hopefully will now appear EDIT: doesnt yet work, I will keep trying, use joypad for now...
Sensitive cargo now doesnt blow you up, just stops hyperspace instead
Text about vendetta and legendary enemies added to help
Activity Logs can be grouped by clicking certain bits
Castor Microgate fixed
UI Fixes & Tweaks
Minor weapon fixes
Happy new year
Happy new year to you all and thanks to those who continue to support the game and that have supported so far...
If you only play occasionally, make sure you sign in in the next few days for the firework rocket. If you missed the snowball cannon, and/or Mr Frosty bomb, then you will be able to get them again next christmas.
So I've had a bit of a break over christmas and its done me some good, I burnt out a bit towards the end of the year, and having some time off has allowed me to refocus.
Last year I think I managed to deal with most of the glaring issues (text size, VR issues) so, although there's still lots to fix/improve I am hoping to start aiming towards the finish now. So this year before too long I hope to do the following:
Overhaul missions - I have been making a system where I can more easily design "fixed" missions and I am hoping to allow some players to access this also. I'm hoping this will at least add some focus and variety to general gameplay as well as a way to encounter other races in a more organised way than just stumbling upon them. This might lead to some more story-ish missions, (but I wouldn't expect anything too deep). Those that have explored everything will then have all these missions to work through also, extending gameplay
Improve and add AI - A a great thing about this game I think, is that you can randomly just encounter enemies and have a good battle with them and because you can be rewarded with loot etc, it can be fun and rewarding, rather than just a chore to get through. But I think this could be improved especially later in the game, so I hope to add different AI personalities so that enemies will have different tactics. Things like: "hit and run", "evade when shields low", "only attack from behind", that kind of thing.
Conquest: this might be a bit later, but I'm thinking that I will have some star systems that are player built - players will build stations and defences using minerals that they've mined and will be able to capture and destroy other stations. But I will keep this separate to the main gameplay, so it will be an opt in thing designed as end game content
More races and star systems: I've got several races in production, including a new reward for someone who gave me a donation, they are going to help flesh out the galaxy as well as provide some more weapons items, and I'm hoping to add the "capital" star systems that I've been pondering for a while...
But one thing I should probably do first is work on a new version of the trailer, its a bit out of date now - I never spend as much time on marketing as I should, I prefer to work on the game itself....
Thanks again for all the help and feedback so far, its been great!
2 Updates today
Hello all, ive been working hard on allowing players to make their own PvP matches. This is a bit rough round the edges at the moment, but I can expand it later when i see that it works ok... So thats the main part of this update, but i also did another quick update later with some bugs fixes and other tweaks. I'm hoping to take a few days off over Christmas, and in the new year have a bunch of new non playable races to finish and add as well as some other cool new features/improvements.
So here are the details of today's new versions...
Version 0.19.2
PvP Matches added - a bit rough round the edges and limited in options, but will improve in the new year.
Improved sector edge crossing
Solarion Skin added in ACr
New seasonal weapon due to go live on christmas day (or day after). Make sure you get the snowball cannon before then
Some new dartian weapons and shields
Some weapons tweaks and fixes
Version 0.19.3
Kinetic Field Disruptor now works again
Smart torpedos will now be hampered by stealth and have a lower locking range
No Longer Exists error fixed (hopefully)
Hard light saw error fixed, but still doesnt quite work correctly
Fixed some UI issues to do with the PvP matches
Fixed an error with using some weapons while crossing sector boundary