[2014/10/16] Update v1.0005 - Chugging along, more updates coming
Time for another update ladies and gentlemen. I won't bother you too much. You can find the change-list below.
We're slipping back to the game and continue with our work to get the next update to you as soon as possible.
CHANGE LIST
FIXED: An error in the Rift skill activation script that could potentially cause a crash
FIXED: Mission location on the Captain's log panel and on Mission info panel are now displayed properly
FIXED: Numerous errors related to popping up tutorial panels, that could potentially cause the infamous black screen of freeze
FIXED: Several other potential instances where the black screen could appear
FIXED: A memory leak related to sector streaming
FIXED: The infamous ghost planet should no longer appear. If it does, the game log should catch the problem in more details.
FIXED: Several smaller memory leaks
FIXED: An error related to enhancements that could potentially cause crashes
FIXED: Numerous issues in the localized versions
FIXED: Numerous smaller errors in the campaign
FIXED: Several errors in the UI system that could potentially cause crashes
FIXED: Numerous database errors that caused wrong bonuses to be assigned to enhancements
FIXED: Bookworm achievement is now achievable properly by any related means, and not just by waiting for each tutorial to pop-up
FIXED: You can no longer gain 2 loot drops by first sending in your scavenger drones and then destroying the derelict before scavenging was finished
FIXED: An error that could potentially cause friendly ships to turn against you when you're boarding a hostile ship near a station
FIXED: An error on the Starchart panel related to perpetual panning after closing the Starchart and opening it up again
FIXED: Mercenaries will no longer conclude you're dead when transferring command to a different ship (from the garage for instance)
FIXED: Numerous errors on displaying GUI when using controllers
FIXED: A controller related error that prevented overwriting an existing save file
FIXED: Numerous other controller issues
ADDED: Polish localization is now available (text only)
ADDED: Riftway network is now visible on the Starchart. A button on the main Starchart panel can toggle its visibility. The visuals will likely be changed.
ADDED: Maximum attainable experience level raised to 80
UPDATED: Slight changes done to the blueprint drop scripts. Further improvements pending.
UPDATED: Review button removed from the main menu
UPDATED: Allied ships now attack platforms
UPDATED: Allied ships no longer attack a ship you're trying to capture
UPDATED: Fire at will also ignores a ship you're trying to capture, BUT(!) Marking the target overrides that safety lock and Fire at will in that case fires at the ship
UPDATED: Game log records some extra data to help us find some problematic bugs
UPDATED: Platforms are now properly included in the Fire at will routine
UPDATED: Reputation change system (when destroying ships, declining contraband drop etc.) is now completely controlled via script to ensure proper execution (Spg2\Scripts\AddReputation\...)
UPDATED: Increased the max available quantity of every individual commodities on all stations to increase potential trader profit
UPDATED: Tutorial pop-ups are now spread out over the starting campaign mission and linked to other events as intended (when first entering an asteroid field, when first encountering a derelict...)
UPDATED: Heroes/Bounties will no longer harass you while you're on a storyline mission
UPDATED: Mercenaries now attack platforms as intended
UPDATED: Credits movie updated with several new people that helped us over the last few weeks
SPACE FANS REJOICE: STARPOINT GEMINI 2 LANDS ON STEAM TODAY!
Developer Little Green Men Games and their publisher Iceberg Interactive and are proud to announce today, that Starpoint Gemini 2 has left Early Access, and is available now with an SRP of $34.99, discounted by 20% during launch week. Enjoy !!
Starpoint Gemini 2 enables players to command their own Starship, and roam the enormous Gemini star system, to mine, loot, fight or trade - or play missions via the main story arc or side missions.
The final update from Beta to launch includes some important features:
Unlocked entire singleplayer campaign (featuring cutscenes and voiceover)
Added full soundtrack, ambiental and combat tracks
Added character selection and ship selection for freeroam mode
Updated entire skill system, now based on power pool
Unlocked Steam achievements
You can find the complete patch notes here:
http://steamcommunity.com/app/236150/discussions/0/846963711029359276/
"This past year of Early Access has been an incredible ride,” said Danijel Mihokovic, Lead Scripter at Little Green Men Games. “We have seen an amazing community take shape and our thanks go out to them. Our forums really got overwhelmed with positive feedback, productive opinions and countless new ideas, and in a joint effort between us and our community, we have managed to raise the quality of the game significantly. As we embrace the game’s official release today, we understand one thing - this is the end of one process and the beginning of another. Even after 50 updates during Early Access, the wish-list created on the community forums will enable and oblige us to continue to refine the game and add new content for a long, long while. And that is something we really look forward to."
We come in peace...
So... it has been noted on numerous occasions that some of you esteemed ladies and gentlemen want to put faces to our names. As much as we frown on such frivolities, it is only fair that we abide by your wishes ;).
Please refrain from beating us into a pulp if you see us passing somewhere in the street. While I'm personally not a big fan of my bearded face , I'd rather not part with it either ;).
Oh and Oliver is in the video too... sort of... so have a look won't you ;).
Meep on!
https://www.youtube.com/watch?v=_OqiGaEBz1M
Update v0.8001 - How 'bout them twins?
Greetings spacefarers!
AN IMMEDIATE EDIT:
Time for a touch of sad news. We've hit two problems, late encountered, as can be seen from the time we're releasing this update.
One is related to compressed sector files. We know what the problem is exactly, but it will take until tomorrow to fix. Once that's done, you can expect the freeze when crossing sector border to reduce some more.
The other is related to combat music, more specifically switching from standard to combat music and back.
To prevent you fair ladies and gents from having your ears bleeding (the symptom was screeching noise from the deepest pits of the 9th circle of hell), we've switched off combat music for now, until we get to the bottom of the problem.
We hope to have it fixed tomorrow as well, in which case you can expect both of these features in working order tomorrow too.
The more varied music tracks are not impacted by this problem, so at least that's some consolation :).
While the below list might seem small in comparison to our usual changelists, a lot of work has been done since the last update.
Most changes unfortunately have no point in being mentioned since they're important for the upcoming campaign mode.
Highlights? Well... how about updated loot drop system, or full controller support, or perhaps the twin suns Castor and Pollux, more music tracks, artefacts, improved streaming... Feel free to take your pick :).
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IMPORTANT! Full controller support. This one is a bit tricky. We've made default profiles for all gamepads and joysticks we could get our hands on, but we need your help once again ladies and gentlemen.
All the controllers we tested have different configurations, making our work much harder. Basically this is what I'd like to ask of you:
If you try out a gamepad configuration, and you realize the default sucks big-time, let us know please. Moreover, if you're feeling especially generous, please configure your gamepad in the in-game options,
and then send oliver@starpointgemini.com both your StarpointGemini2Configuration.cfg and log.txt, located in the game root directory. This will allow us to create a default profile for that specific device.
Also if you encounter some problems using your controller device, let us know. We'll tweak, update and fix 'em all. In general, we're looking forward to feedback regarding controllers :).
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We plan to have one more update before final launch, but of course if necessary, we'll release quickfixes in the meantime. And it is possible we'll be iterating through smaller, focused updates over the next two weeks.
And finally one more thing to mention: Cinematic trailer. I won't yammer too much about it. Have a look instead ;).
https://www.youtube.com/watch?v=qHr9tqOYvN4
CHANGE LIST
FIXED: An issue where destroying ships that spawn a derelict, caused outlaw looters to appear, which in turn could create an endless stream of outlaw looters. Several more script checks implemented.
FIXED: Tzar carrier hangar parameters fixed and tweaked
FIXED: Heavy weapon blast radius now deals damage to the object that was actually hit
FIXED: Ice asteroids now use appropriate destruction visuals
FIXED: A script problem where in certain instances a for loop never activated.
FIXED: A crash related to Caridad station. Its parameters were all messed up
FIXED: A crash that occurred if capturing a grappled ship that was on the verge of breaking grappler hold (distance)
FIXED: A bug that resulted in player ship not being visible on loading game after dying
FIXED: A a bug related to the Capture freelance mission that resulted in game crash
FIXED: Ship sell price, when selling immediately on docking and when selling from the garage is now identical
UPDATED: Blueprint part drop rate
Based on feedback, drop rate of blueprints is increased in all instances
Blueprint parts can now be acquired by hacking structures
Blueprint parts can now be acquired by transporting onto structures
Blueprint parts can now be acquired by scanning anomalies
UPDATED: Loot drop system changed
Loot drop definition files completely changed to make it easier to balance
Loot drop now depends more on experience level and target type
UPDATED: Orpheus mine damage is generally reduced, but damage now depends on player level
UPDATED: Damage of the SETH deployable platform now depends on player level
UPDATED: Station will no longer call in a large security force to deal with you if you caused problems near it. The numbers are tweaked, largely based on player level.
UPDATED: If a station doesn't have any friendly ships nearby, security forces will no longer show up
UPDATED: Destroying bounties that are hostile towards you no longer yields negative reputation change
UPDATED: Reset general settings confirmation box text changed to display appropriate text.
UPDATED: Ship, structure and station shaders to improve material glow quality
UPDATED: Spire station now only offers lawful licenses
UPDATED: Tortuga Bay station now only offers outlaw licenses
UPDATED: Nebulas optimized some more. More specifically, when inside a nebula, other nebulas are not rendered
UPDATED: Mission objective text that appears next to a mission-related object, is no longer hard-coded, but is taken from misc.txt file
UPDATED: Numerous texts in the German and Russian localizations
UPDATED: Removed Evasion parameter from defense platform files (*.def)
UPDATED: Increased chance of triggering global events that are related to prices and trading to make the market more lively
UPDATED: NPC ships now come with a full complement of Troopers, making them harder to capture (further updates will bring other balancing)
ADDED: Big picture mode & full controller support
Simply plug in a gamepad or joystick and restart the game
You're offered a different control scheme which makes it possible to choose how you want to control the various game panels
Using controllers is possible in both control schemes
Further tweaks, improvements and manufacturer presets will be done based on feedback
ADDED: Artefacts
Artefacts can now be collected from special structures scattered around Gemini
Collecting all artefacts yields a special reward
ADDED: Another optimization pass focused mostly on sector-to-sector streaming
Model streaming implemented
Audio streaming implemented
Script files compressed
ADDED: Twin suns now shine over Gemini from its center (will be further graphically improved)
ADDED: Confirm resolution change panel can now be closed and resolution change can be cancelled
ADDED: A new type of encounter into the game world, generated randomly, but with certain conditions
ADDED: Scanning anomalies can now cause a revenant to drop out of rift space (can be either friendly or hostile)
ADDED: Info panels for stations, structures, planets, derelicts and anomalies
ADDED: Leviathan is now placed into the game world
Update v0.8000 - Blueprints and optimizations
Crossing into the 0.8 range this time. Getting closer and closer to release ;). I apologize in advance if I've noted anything that was introduced in one of the recent smaller updates.
OK. There's a lot of new stuff going on. I'll mention only the nebula optimizations (more will be done) and blueprints. How blueprints work is explained below in the change-list :).
The second, but perhaps even more important thing is the MODDING RELATED ISSUE. Here's the link where we explain the problem.
PLEASE CHECK IT OUT. Especially if you've modded the game yourself or if you're using mods.
CHANGE LIST
FIXED: Several errors in weapon range calculations
FIXED: An error where names of nebulas were not shown on the Starchart
FIXED: NPCs start firing weapons at more appropriate distances and not from miles away
FIXED: Your own SETH platforms will not shoot each other
FIXED: Beam weapons now work in Fire at will mode as intended
FIXED: NPCs no longer have impossible weapon range when using beam weapons
FIXED: An issue where the planetary screen gets overlapped with the station interface overlay
FIXED: Material editor->Ship editor now saves trail parameters as intended
FIXED: Station color-coding (friendly, hostile, neutral) is now equivalent in the main viewport and on the Starchart
FIXED: An error related to Weapons energy refill and Weapons downtime, where the two could get swapped in-game
FIXED: Equipment modifiers are now nullified on loading as intended
FIXED: An error that would manifest in an NPC ship powering up Power to Engines, but remaining in the same position
FIXED: Damage effects are now properly removed from the ship on repair
FIXED: An error that could crash the game when clicking on a mission icon in the starchart
FIXED: An issue with mission completion notification being displayed wrongly
FIXED: A bug related to Steam Workshop integration and updating mods that could cause the game to crash
FIXED: Grappling a captured ship no longer turns every neutral or allied ship against you
ADDED: Blueprints
You can collect blueprints pieces from various sources (more will be added over time)
Once you collect enough pieces, a complete blueprint will be assembled in your Items list automatically
After that, simply dock on any station or planet, and you will find that something new is available for purchase (depending on the blueprint)
Blueprints are used up in the process
Blueprints available: light weapons, heavy weapons, enhancements for all primary systems, an officer, fighter crafts
ADDED: Energy redistribution shortcuts to Options->Controls. They are NOT set by default. Set them manually!
ADDED: NPCs can now drop Orpheus mines. Frequency greatly depends on player level and difficulty setting.
ADDED: Explosion shockwaves can now impact asteroids and junk pieces
ADDED: Sporadic lightning flashes inside nebulas
ADDED: Profession parameter is now shown on the Quick scan
ADDED: Several skill modifiers changed/added
Sensor jam
Virus (Chance to drop target's shields on hit)
Life support sabotage (Reduce target's troop effectiveness)
Mainframe shutdown (Chance to completely shut-down target on hit)
Disabling shockwave (Range set to 600)
Energy drain => Power drain
Scramble now states Chance to disable weapons on successful hit
Disabling hit now states Drain target's battery energy (% per second)
Disabling hit
Tracer round
Razor
ADDED: Additional Perks are now fully functional
Hawkeye
Collector
Space wolf
Torrent surfer
Large vessels
ADDED: Officers that used the same bonuses as the above Perks are now also fully functional
ADDED: Another difficulty level added. This is mostly ground work for future use.
ADDED: Several game version checks to comply with latest Steam API
ADDED: Several notifications (entering hostile territory) received a boost to be more noticeable
ADDED: Ship is automatically decloaked when anchoring on stations/planets
UPDATED: Grappling a friendly/allied ship is now treated the same as if you were boarding it
UPDATED: Accuracy mechanic. Increased weapons fire spread on longer distances.
UPDATED: Game log records more data to catch potential problems.
UPDATED: Repairing your ship on a station or planet now removes the effects of Radiation and EMP damage.
UPDATED: NPCs accuracy improved
UPDATED: Bounties improved weapons (enhancements)
UPDATED: Jumping away from a captured ship makes it highly possible for that ship to regain control and flee
UPDATED: NPCs now carry less Equipment
UPDATED: Strong gravitational pull is now only possible if influenced by a wormhole
UPDATED: SETH platform now has limited duration before it self destructs. This is to prevent a potential mem-leak
UPDATED: Nebulas are now limited to 120 particle patches at a time to improve performance
UPDATED: Nebula particles orientation
UPDATED: Several nebulas modified specifically to improve performance (Gulf)
UPDATED: Tweaked experience gain with trading
UPDATED: NPC random encounter spawning system now takes into account more variables and relies more on player level, but also on difficulty settings
UPDATED: (Permanent) Quick Target Scan is now active by default
UPDATED: When stations react to nearby trouble (someone starting a high-tech space cannon brawl), instead of reaching out to the faction in control of the region, they simply call their own reinforcements.
Update v0.7021 - 18th July, 2014 - Here's some optimization and a new camera mode
Update v0.7021
Here's a short one ladies and gentlemen. I suppose the biggest change is the mounted camera. Please check below on how to use it. This is the first iteration, so more work will be done based on Your feedback!
FIXED: Weapon battery bug. There was a mixup with system parameters. Thanks for the assistance Ryouchan!
ADDED: Mounted camera. You can cycle to with with the Switch camera button. IMPORTANT FOR MODDERS: Mod ships are now one version behind in the
.shp file. Check one of our ship files to see the new Mounted camera parameters. The game won't crash, but the camera won't be available in-game until this part is added to the file!
UPDATED: Nebulas slightly optimized
UPDATED: Flares optimized (ONLY on Low environment detail setup)
UPDATED: Game log now records more data used for hunting down mem-leaks and other issues
Update v0.7019, 15th July, 2014 - Nebulas
Greetings captains! First an apology is in order for being late on the delivery of this update. We hit some bumps in the last days, so we needed to take care of those. It did give us time to put a few more things into the game, so we've got that going for us ;).
To cut a long story short, below is the latest change-list. Enjoy!
CHANGE-LIST
FIXED: Game configuration file is now properly saved in the default game folder instead of a mod folder, if a mod was active.
FIXED: A problem with Bounty spotted title being separated into two lines on the Station->News panel
FIXED: Engine sound volume is now affected with the appropriate Options slider
FIXED: An issue with only one fighter craft in a wing firing, while the others were just flying about like nothing important is taking place
FIXED: An error where ship markers would not change color to red even if they became hostile to the player
FIXED: A bug where a ship would turn back to friendly after the player left its vicinity
FIXED: Material editor -> Ambient editor Save and Load buttons are displayed correctly
FIXED: A problem where fighters would not acquire targets on-the-fly, but only on launch
FIXED: An instance where not all fighters would return to their carrier when recalled
FIXED: An issue where ships would first turn hostile when attacking them, but then they turned back to neutral/allied after you destroyed one of their ships
FIXED: A bug in the Material editor where flares and lights from an old ambient remained in the new one, on loading the new ambient
FIXED: Planet icons now highlight properly on the Starchart
FIXED: Slow rate of firing at allied NPCs will no longer make them revert from hostile back to allied
FIXED: A text overlap issue when smuggling onto planets fails
FIXED: An issue where the Planetary customs panel would overlap some other opened panel
FIXED: An issue where the Loot panel would overlap some other opened panel
FIXED: Ship system prices are now displayed as intended on both the Drydock->Systems tab as well as the Drydock->Loadout tab
FIXED: PTE temporarily disrupted notification is now properly displayed when the disruptor hits and NPC
FIXED: An error with Engineer skill Hack, more specifically the modifier Immunity. It now works as intended.
FIXED: Deleting models and particles from an assembly via the Material Editor now works as intended
FIXED: Last seen info for bounties now shows appropriate info instead of the place-holder value
FIXED: An issue regarding physics engine that caused problems in calculating collisions with large objects like stations
FIXED: A memory leak occurring when hitting a ship, that could potentially cause the game to crash
FIXED: F2 no longer activates the Phaseshift effect on the player's ship
FIXED: anomaly SetPosition function now works as intended
FIXED: Add turret button is now greyed out and unusable when a hangar slot is selected
FIXED: A physics error where a derelict created when a ship explodes would push the ship faaaaaaaar away
ADDED: SSAO (ambient occlusion) is now unlocked in the Video options and can be activated. Be careful though; remember the game isn't optimized yet ;). The options is OFF BY DEFAULT!.
ADDED: TDrive effect in the Video options is now added and unlocked and can be activated. Try it out, and if you don't like it, turn it back off. The options is OFF BY DEFAULT!.
ADDED: Camera now shakes while in Power to Engines
ADDED: Best Buy/Sell panel is now introduced into the game in its first form
You can access it via the starchart. A new button on the upper-right panel
This is the first iteration, and it will be further improved, mainly accessing it will be made easier and we'll make it easily and quickly accessible in numerous places, so you don't have to open the Starchart every time ;).
ADDED: All Nebulas are now added to the game map
Gas pockets that can be found inside nebulas can be Scanned and then Collected as loot
Nebula collector equipment can be used on the gas pockets for increased collecting yield
Nebulas are visible on the Starchart, but can be toggled with the button on the top-right panel
ADDED: You can now enter Area effects that can cause various detrimental effects
For now, Area effects are only linked to nebulas, but in time, other objects will also be able to have them
ADDED: Junkyard is now visible on the Starchart
ADDED: Phaseshift equipment is now available for purchase on numerous stations
ADDED: Scavenger nanobots equipment is now fully operational
ADDED: There is a chance that you will jump into the wrong location when passing through a wormhole
ADDED: If you have the Free scientist license, you will now get paid for each anomaly you scan
ADDED: Some Experience is rewarded when trading
ADDED: Ship markers on the radar now fade-in when they appear
ADDED: Depending on cargo value and other region-based parameters, it is possible for you to get ambushed by outlaws trying to get your cargo
ADDED: VO warning is now heard when your Troopers are in trouble
ADDED: More situations now affect player Reputation change, governed by a new database
ADDED: Soft-particles make nebulas blend better with other objects
ADDED: Camera shake slider in the Options
ADDED: You can now encounter various battle encounters while flying about. Warzones have higher chance of appearance, but still... be careful ;).
ADDED: Several new micro-events that can happen when you're undocking from a station. A lot more will be added over time.
UPDATED: Station equipment stock no longer replenishes each time player undocks
UPDATED: Stations will now also turn hostile if you start attacking its friends in the vicinity
UPDATED: Cloaking no longer reverts attacking ships back to neutral/allied
UPDATED: There is a chance that cloak is deactivated when colliding
UPDATED: Cloak is automatically deactivated when grappling a target
UPDATED: Contest bounties now have proper OnSeen and OnKilled news texts
UPDATED: Numerous tooltips to display useful information
UPDATED: Skill hint tooltip to be properly displayed in all versions
UPDATED: Chase camera shortcut transferred from Boarding into Views section in the Options->Controls panel
UPDATED: Heroes/bounties are now always hostile towards the player
UPDATED: PTE no longer remains active after passing through a wormhole
UPDATED: Cloak no longer remains active after passing through a wormhole
UPDATED: Saved games list is now sorted by date instead of alphabetically
UPDATED: Numerous typos and errors in both German and Russian localizations
UPDATED: Derelict cool-off shader effect
UPDATED: Outlaws that appear to claim a derelict, will no longer attack you if you're on good terms with them
UPDATED: Structures now have increased Hull
UPDATED: SETH activation now has its own animation as intended
UPDATED: Additional in-script checks are made to prevent continuous spawning of ships near derelicts, stations and structures that was possible in some instances, eventually leading to the game crashing
UPDATED: Numerous ship textures and materials for improved visuals
THE SP-GOLDEN RECORD CONTEST IS NOW LIVE
Dear community, while we come closer to having a finished product we would like to show you our gratitude again for all the feedback and support we have received. We are having a contest where you will get the chance to leave your mark in the Gemini Universe! We ask you to visit our forum for more information about the contest: the SPG forum]
.........
1977, the cold war, NASA sends out 2 Voyager space crafts into deep space containing a Golden Gramophone with sounds and images representing Earth’s culture, science, nature, languages and DNA. The records are intended for any intelligent extraterrestrial life form, or for future humans…
We can only wonder if these Global Records will ever be found in the vast Gemini system, but if one does, it must make an impact! What would you like to send into deep space? Submit your idea in any format (audio/image/text/video) you seem fit to the official Golden Record thread, and maybe you will come across your Golden Record while exploring Starpoint Gemini 2!
The top 5 best submissions will be put in the game and win a limited edition T-shirt! #SPGoldenRecord