Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Tactical, Indie
Starpoint Gemini Warlords
Warlords Update v1.040
Greetings captains,
Time for another update. We've continued doing fixes and tweaks, but we're also ramping up for our next update, planned for Friday which is aimed at improving modding support in general.
I won't choke you to death with pointless rambling, so here's the change-log.
CHANGE-LOG
Fixed an issue where several ships would be colorized wrongly and they would follow you around.
Ben'Sara is now level 8 on mission 04, instead of 12.
After scanning a wormhole, a nice little message will appear to let you know what you've done.
Planetary assault tweaked.
Difficulty now works as intended.
Planetary assaults on Extreme difficulty are now much harder.
Added info on what an AI ship is doing on the target lock.
Ship familiarity prerequisite ranks are now leveled with the Ship class requirements.
Added hints to the Quick info panel.
Added ship name to the Quick info panel.
Added the Marked icon on the target lock.
Shuffled several Ship panels around and grouped them together
The new Inventory button now groups Ship systems, Items and Commodities "sub-panels".
Fixed a couple of minor glitches related to the structure tier markers on the Starchart.
The Cloak skill now displays the damage parameter.
Maneuverability-related bonuses now work as intended.
Fixed several instances where the wrong portrait and name was being displayed instead of the player's.
Added several distinct HUD icons for battles depending on what type of battle it is (fleet, garrison, station, planetary assault).
Fixed a couple of glitches related to objects being marked in the viewport, but not on the radar.
You should no longer be able to hear a looping voice line in the Timed delivery freelance job.
Fixed an error where retreating a fleet from a battle worked wonky. Basically a fleet wanted to retreat to the nearest guardpost... even if it was the guardpost currently under attack.
Tweaked the Equipment panel to make it more readable and user-friendly.
Tweaked a bunch of different game panels (alignment, colorizing...).
Fixed an error related to scuttling a fleet and pressing the Esc button that would manifest as a weird overlay across the screen.
Fixed a couple of glitches related to the Distress call encounter quest that could go all nuts if you started boarding encounter ships.
Fixed a number of smaller glitches and script errors
Warlords Update v1.030
Greetings captains,
After a couple of small quickfixes, it's time for a proper update, bringing the version up to v1.030. A large chunk of the work for this updated was focused on prevention, either through scripts or through code. By prevention we mean that we've done additional checks and rearranged some scripts to prevent errors and glitches from occurring. I won't go into much detail here. Suffice it to say, you'll have a smoother experience :).
Let's talk about what's around the corner...
The first bit comes next week, planned for Friday, June 9th. A large chunk of this update is focused on better modding support like an improved Material Editor, additional and/or improved modding tutorials, support for game world total conversion (without meddling in the vanilla world) and so on.
Afterwards, you can expect a nice big free content update, that's coming in the next 2-3 weeks. This means bounties and the whole bounty-hunting mechanic. We'll have more details for you on this at a later date, but we just wanted you to know that we're working on more than just fixes and tweaks.
Safe travels, captains!
CHANGE-LOG v1.030
Done some changes to the text files and how some text lines are fetched
faction descriptions switched from descriptions.txt to logs.txt to remove duplicates
ship descriptions switched from descriptions.txt to logs.txt to remove duplicates
ship description KN is now referenced in the .shp file (until now the description was referenced automatically by the ship's keyname)
if no ship description is available (description set to the default 1005 value, default text is shown (No data available)
Done some changes to the Geminipedia scripts
to display a Geminipedia entry for a ship, the ship has to be manually added to the AddEntry script. This is to prevent errors from being logged needlessly.
to display an Anomaly entry, the anomaly has to be manually added to the AddEntryscript.
to display an Asteroid field entry, the asteroid field has to be manually added to the AddEntry script.
to display a faction entry, the faction has to be manually added to the AddEntry script.
to display a planet entry, the planet has to be manually added to the AddEntry script.
to display a region entry, the region has to be manually added to the AddEntry script.
Optimized script loading to increase performance, but also prevent potential bugs.
Added a new option in the settings
Skip dock - set to true to never ever again see a docking or landing cutscene.
Fixed a glitch where the wrong reason for being unable to board structures was being displayed.
The final waypoint in a waypoint chain (starchart) is now properly updated if the target changes its position (merging with a fleet in motion)
Fixed a text formatting error that would add a colon where it shouldn't (-,400).
Fixed several errors in the Customization panel when using the controller.
If you have the UI disabled (F11), the game can no longer freeze up when a dialogue pops up. The interface is automatically reinitialized.
Being hit with a heavy weapon no longer deactivates cloak.
You're no longer stalked by an anomaly while docked if there was an anomaly near you when you initiated docking.
New game files from mods are now properly loaded and shown.
The loot panel now uses the proper icon size.
Adhara, Apollo and Poseidon are now available for purchase on the New Sagittarius station, near planet Hogosha.
Fixed a glitch with several menu bottons having their icons colorized with the wrong tint.
Fixed an error that would make the Proxima fall into enemy hands.
Giving the GoTo command on the un-paused Starchart, in some instances meant the auto-pilot won't properly set power distribution to the engines. Now it does.
Rebuilding warmasters no longer costs Materials, but the Credits cost was increased!
Proxima is now calculated into the battle power only after it arrives.
In some cases, trading in a captured ship for materials, yielded no materials. This can no longer happen.
The Convoy defense mission can no longer break down if the last ship is captured.
Added fullscreen support for the custom movie panel on 4K resolution.
In theory, your ship's name could be too long. This is no limited during naming.
Corrected a number of text errors in both the English and the German versions.
Starpoint Gemini Warlords LAUNCHED!
Yes, the day has arrived. After roughly 40 updates during Early Access, some smaller, some larger, some massive... Starpoint Gemini Warlords has left the relative safety of the Early Access harbor and has begun its long-awaited voyage of full release.
First and foremost, all of us here at LGM Games wish to thank everyone who purchased the game in Early Access, everyone who helped us during production with their thoughts, suggestions, critique, testing, bug-hunting or by sending us their game log files. Your help and support have been amazing and we cannot thank you enough.
What's in this v1.000 update?
Now that the mushy part is done, let's check out the launch update. The big deal of this update is the storyline. The scenario is simply called CAMPAIGN and our advice would be to start the game anew. A lot of changes have been made in almost all segments of the game and starting fresh is the best option.
You'll also notice that the Freeroam, Freeroam+ and Freeroam++ scenarios are gone. They have been replaced by five distinct starting scenario which, I hope you'll agree, are an improvement.
A whole lot of balances, tweaks, fixes and additions have been done as well, but I'll leave that for the complete change-log which, as always, you can find in the discussion board. The old Update thread is now entering a well-deserved retirement and we're switching to a new system where each update will sport it's own thread to make things more readable.
What's next on the plate?
Simply put: updates, both smaller and larger. I'm certain that the diligent captains of the community will have plenty of things to report, be it glitches, full-on bugs or tweak and balancing requests and we most certainly have an obligation to respond. That is the priority. We thank you in advance for your patience as we steamroll through Your reports. Any reported critical issues will naturally have priority, but we're confident that we'll have more than just fixes in each update we release.
How about some additional content?
That's also on the agenda, BUT NOT RIGHT AWAY. There's a staggering amount of different configurations out there in the 'verse and such issues will be among the first to be addressed. Additional content, either in the form of free content updates or as paid DLCs are something that comes afterwards.
Thank you once again from me personally for putting up with my typos, for forgetting to write entries in the update change-logs and for my sometimes silly or outright stupid questions in the discussions.
Enjoy Gemini and give your enemies hell!
But, above all else, safe travels captains :)
Heads-up! Price change incoming!
Greetings captains,
As we're nearing launch day, it's high time we let you ladies and gentlemen know how and when the price will shift. This doesn't really concern those of you who have already purchased the game, but rather players who are still considering it.
So here's the deal:
The price of Starpoint Gemini Warlords will be increased to $34,99 on May 22nd, so one day BEFORE launch. It is only fair that we announce this in advance, so anyone still considering to jump onboard can still do it with the Early Access price.
Now that we got that out of the way, allow me to write down a few pointers on what can be expected in the launch day update, listed in no particular order:
Storyline
Five new freeroam start scenarios that will replace the Freeroam, Freeroam+ and Freeroam++ scenarios
Tweaks, rebalancing and a lot of fixes
Reduced memory consumption related to audio (.wav switched to .ogg)
A whole lot of new voice-overs (including those in the prologue)
...
The list naturally goes on and we'll have it ready and available on launch!
Another thing we wanted to do is to say a BIG THANK YOU to all of you who participated in this process with your feedback, ideas and game logs, and by giving us a helping hand here on the forum. We're still not done, so we also invite you to give us further input and reactions. There are still some days to do changes and tweaks and we will continue to do it until the last moment (and beyond).
Safe travels captains!
Update v0.904 - The final countdown
Greetings captains,
First of all, apologies for being late with this update. It was planned for yesterday, but we were hunting for an elusive bug that would cause the game to freeze for a couple of frames every so often during combat. We didn't want to release the update before that one was stomped on.
As we're entering the final stretch to launch, we decided to release at least one more update for you ladies and gentlemen. I won't drag this too long. The change-list is below. Check out the first item ;).
We'll release quickfixes as needed, but if everything goes as planned, the next update will be the launch one. The final stretch will include the storyline (naturally), completely new voiceovers, tweaks, balancing (economic as well) and fixes.
As always, let us know what you think of the game, what bugs you find and so on. We greatly appreciate it.
Safe travels!
CHANGE-LOG
Behold captains! The Starchart! It's ALIIIIIVEEE!
A lot of work has been done to make this happen, but bugs can easily creep up. Please let us know what issues you find.
Check out what can now be found when landing on planets :)
You now gain experience when doing conquest(y) bits: conquering stations, outposts and planets, as well as raiding structure.
Added a notification when you completely finish the Proxima.
Tweaked explosion radius and detonation time of mines surrounding prisons.
AI fleets will no longer use Cettia gunships. That design is strictly the player's.
A change reputation notification is no longer displayed if the reputation isn't actually changed (going from -10000 to -10000 is clearly not a change)
You can now assign a formation to your fleets by hailing them.
The shipbuilding / replication exploit is no longer here. It has been eradicated.
Fixed an error that could cause the game to crash in case a "gravity shockwave" script function was used with specific parameters.
The player profile is now saved on every change. You should no longer have problems with missing entries in the geminipedia.
Borehole equipment is now back to maximum operational status.
Fixed a script error in the OnDeactivate scripts of several mining structures.
Added the "Ambassador" button hint on the Reputation screen when using gamepads
You can no longer "select" stations, structures, planets and garrisons if they're not visible (fog of war)
Random Containers which can be found left or guarded in Gemini, have had HP reduced.
Marauder skills range parameters are now displayed on the Skills panel.
AI factions are now properly attacking all your structures, stations and forward outposts.
AI factions can now beat each other senseless.
Fixed an error in the "Sell resources" trade deal that would prevent you from conducting the deal.
Merchant perks now affect the costs related to Trade deals.
Fixed a Geminipedia error, where the Isle asteroid field was categorized as Tutorial.
Hellion front turrets now have extended firing arcs.
Added timed autosave. Roughly every 5 minutes the game is saved IF saving is possible.
Fixed an error related to UI sounds on the skills panel.
Fixed several potential errors in the Prologue that could get you stuck.
Objects are now more clearly marked with the "Destroy" tag.
Fixed an error related to anomalies that could cause a memory leak.
Done some improvements to the Installation defense freelance job
If you scan a platform, the following repair is a guaranteed success.
Small structures are no longer used on these missions.
Using the B button while the Starchart info panel is open, now only closes the info panel (gamepad).
The dialogue line selection is now properly displayed.
In some cases the context menu would appear for an instant when docking. This no longer happens.
Tweaked the Disable skill to make it more clear as to what it affects.
Battle power no longer calculates sublight speed, but the base speed parameter as intended.
If you don't have any idle civilian fleets, civilian tasks are not displayed on the Starchart.
Added two new player portraits. One female and one male.
Added a bunch of news bits that can appear.
At the end of the prologue, three hostile ships could appear, basically preventing you from docking on Concordia. This no longer happens.
Fixed multiple script errors related to structures that would cause their animations to malfunction.
Fixed several issues that occurred when fighters launched heavy weapons.
AI fleets roaming zones with unique structures (landmarks) are now buffed with a Warmaster.
Steering/Selection mode is now properly saved and loaded.
Opening the context menu, while in steering mode, temporarily deactivates steering mode so you can use the context. It reverts back to steering when the context is closed.
A notification is now displayed when a trade deal expires.
Range of all light weapons has been increased.
Optimized fleet and battle handling to improve performance.
When starting a new game, by default the game is set to turret view and the camera is more zoomed out.
In some instances the Jobs board would remain inaccessible after passing the tutorial bits. This should no longer happen.
Issuing the GoTo command onto one of your fleets will now make that fleet follow YOU once you reach them.
Added a proper dialogue when the Proxima Construction Site is finished.
"Reviving" warmasters is now cheaper.
Added new models for important locations
Nyarhi
Edea
Xocarro
Spire station
Improved fleet formations to prevent faulty behavior.
Proxima will now behave slightly different on planetary assaults depending on the current difficulty setting.
Encounters improved and take difficulty into account.
Some encounters have static difficulty.
Others have dynamic difficulty that is also affected by the difficulty setting.
On Extreme, some encounters are even more difficult than before.
Feedback would be greatly appreciated.
Dying while boarding a ship and then loading will no longer get you stuck in the game.
Unfollow command now has its explanation on the Context menu.
Added new Geminipedia entries in the Chassis category.
Fixed several errors related to faction quests that would count derelict as junk in one quest and junk as derelicts in another.
Hailing the Gladiatrix "central billboard" now provides instructions on how to enter the Gladiatrix.
Skill and Perk respec is now possible with quartermasters of all Gladiatrix arenas.
Planetary assault tweaks
Planets now have tweaked power levels.
Proxima power calculation increased.
While the Proxima is jumping, the text now says "Jumping" instead of "Construction..."
Your fleets now stick around the Proxima instead of running after some ship, leaving you to defend the Proxima on your own.
If planetary assault is no longer a challenge, increase the difficulty setting to Extreme ;).
Gladiatrix arena quartermasters are now additionally marked to make them easier to spot.
The right side of the Fleet management panel (splitting a fleet for example) is now tagged as "New fleet" to make things more clear.
Power calculation of a station is now more precise. You should have a clearer picture of what you're getting into.
TGate / Wormhole faction ownership is now properly saved. A potential error related to legacy saves is also fixed.
Fixed a number of bugs and done a few tweaks in the Gladiatrix
Winning an arena now grants a Perk point.
Winning an areana now grants +25 Reputation.
Player's warmasters will no longer spawn in the last fight.
All enemy contestants are now properly marked to make them easier to spot.
Fixed several dialogue glitches.
Enemy contestants will now focus primarily on the player.
AI ships are now properly equipped with fighter wings (those that have the capability of course).
Update v0.903 - A quaint Friday update
Greetings captains,
As noted in the previous announcement, it's Friday 28th, so it's time for another update, bringing the game up to v0.903. We've got some new stuff for you, along with a nice list of fixes and tweaks.
Please forgive me for cutting the intro short, but we've got a lot of work to do and I'm sure you'll find everything important in the change-log listed below.
Safe travels!
CHANGE-LOG
More situations now influence reputation change
Conquering outpost-controlled zones, station-controlled zones, planet-controlled zones, and stations (solo), now makes you lose reputation with the faction which owned it before and its allies.
Raiding Structures makes you lose reputation with the faction which owns the structure and its allies.
Hacking Satellites makes you lose reputation with the faction which owns the structure and its allies.
Completing faction side quests now grants reputation increase with the faction in question.
Expanded the Gemini news network with the latest breaking news from the front lines
News headlines (shortened) are displayed in the newsreel at the top of station and planet interface.
Complete news are displayed in the Personal records->General panel
Conquest-related events now trigger news, making it possible to have a history of what events took place.
Triggered when zones change faction owner.
Triggered when planets change owner.
Triggered when a station (that is also a zone controller) changes owner.
Triggered when a station (that isn't a zone controller) changes owner.
Triggered when a structure gets raided.
Off-world prisons now have a nifty li'l minefield as a picket fence
Tweaked defense platform weapons range.
Warmasters will continue to follow you (if they're following you) after they mysteriously switch to a new ship mid-flight.
Fixed a problem with the player's station defense fleet not despawning properly and instead continuing to linger on indefinitely.
Tweaked shading to increase light-darkness contrast.
Sun visuals changed to increase glow around them.
Tweaked fog shadow to accompany the new sun visuals.
Factions can now be discovered in multiple ways, not just by the player finding them (fleets, tasks...).
Activating the cloak skill while in Sublight is now possible.
Added an additional mark-layer on mission waypoints on the Starchart. A pulsating backlight.
Your war fleets, when given a command, will now execute it, regardless of enemies they encounter on the way to their destination.
If a structure is under construction or is being upgraded when the owner of the area changes, the construction / upgrade is cancelled.
When commanding a fleet(or yourself) to go to a non-hostile fleet/garrison/station/planet, you're no longer asked about declaring war, but instead you're give the option to contact the faction's ambassador. Declaring war can be done via that dialogue.
When you succeed in a planetary assault, the battle resolves as intended. You'll no longer have that lingering battle after it's all over.
All mouse buttons are now bindable, as intended.
Resolved an issue where certain fleets would end up being locked in place and appear to have stopped following orders.
Tweaked faction ambassador names so it's always clear which faction you're talking to.
Added the resources bar onto the dialogue panel so you can always have an overview of your current resources.
Starting Freeroam scenarios now yields several unused Perk points (the same amount you'd get if you pass the Prologue).
Fixed several instances where the same ship had both Deploy troops and Transport options available in the Context menu.
Fixed a bug in the Geminipedia where images could overlap text in some instances.
The Perk Upgrade button now displays the appropriate tooltip.
In some instances, you could spot ship models of your war fleets loading in and out. This no longer happens.
Fixed a glitch that could cause you to get stuck in the Starchart during the Prologue.
Fixed an error related to dialogue node action scripts not executing properly. This could affect a number of situations.
Scanning the Icarus in the Prologue before you're supposed to no longer gets you stuck in the Prologue.
Hostile fighters no longer see and attack you while you're cloaked.
Fixed an error that could make it possible to circumvent destroying defense platforms on a station assault.
Fixed an error that would cause the wrong skill to be upgraded when spending skill points.
Having no Name or Surname will no longer cause problems.
Bonuses that actually reduce some parameter are now displayed correctly.
Fleets that refuse to die will now be purged from your save files. Resave and you're good to go.
Ship constructed notification now displays where they were built.
As zones change their owner, the commodities that are considered illegal there (contraband) is now also set properly.
Geminipedia chassis-related entries no longer mention the cloak field generator ship system.
Execute skill rebalanced - it now works in a different fashion
first it subtracts the flat damage portion from the ship Hull value(flat damage was slightly increased)
secondly it deals additional damage per missing Hull point(this was heavily nerfed)
lastly portion of the cooldown is removed if you've destroyed the ship with the skill
reduced cooldowns(buff), but reduced cooldown reduction bonus(slight nerf)
Updated the script that controls random news creation.
Fixed a bug that prevented news titles from displaying properly.
Once you go into negotiations with the Sanctum for a possible deal, you're no longer forced to carry out the deal. You can back out.
Your Warhead will no longer target your own [I]Holo decoy
.
<*>Warmasters are no longer affected by environmental damage.
<*>Fixed a number of smaller errors and glitches in the Game Launcher.
<*>Fixed several errors related to the Survey freelance job.
<*>You can now revive warmasters regardless of your current Command points pool, since they don't require Command points.
<*>Fixed a bug that could mess up a quest stage in the Prologue.
[2017/04/26]Update v0.902 - The first in line
Greetings captains,
Our plan for the upcoming period is to have multiple smaller updates and this is the first in line. The next one is planned for Friday, April 28th. All this time we're naturally working on the storyline, but that will become available on launch day.
Please don't expect giant leaps in these updates as we're taking a lot less time with each one. The focus of these are improved stability, tweaks and fixes as well as a few light additions here and there.
For simplicity and since the list isn't as long as on our usual updates, I'll let go of our standard change-log sorting and simply post raw lists.
CHANGE-LOG
Fixed a couple of errors in the auto-resolve scripts that manifested in completely strange battle outcomes.
Fixed an error that prevented gamepads from properly controlling the Skills and Respec panels.
Fixed a number of errors on the Skills and Respec panels.
Starchart resource hints now include various other bonuses like trade deals, station bonuses etc..
Improved Miners' AI.
Fixed an error that doubled the Quicksave notification.
Fixed a graphical glitch that made one of the suns be seen through planets.
All mentions of the Cloak field have been purged from chassis' descriptions.
Fixed an error related to Research outpost prerequisites.
Fixed a bug that could cause the game to crash in some cases if a fleet leader was destroyed.
Salvaging and destroying derelicts now yields Materials depending on the size of the derelict.
Fixed several bugs that could cause the game to crash when interacting with a fleet station near a planet.
Fixed a bug that would cause a fleet to respawn without end.
Purged the Astra cloak field enhancement from the Research techs list.
Fixed several errors related to civilian Trade tasks that would prevent them from working normally.
You can no longer get a messed-up Prison raid if you accidentally use the Transport action instead of Deploy troops.
Fighters now ignore the ship you're boarding unless it is Marked as target.
Fixed a bug that could in some cases cause other smaller (or larger) issues after a derelict is destroyed.
Skill cooldown is now reset when docking.
When ordering a fleet to follow you via Starchart, the cursor now properly switches to the appropriate icon.
Fixed a problem with a faulty bonus appearing in the personal bonuses list when you have the Tactical Appraisal perk.
Fixed an error with junk parts being difficult or even impossible to target.
All fleet ships and warmasters passively repair while out-of-combat.
Proxima shipyard name changed to Proxima Construction Site.
While you have steering mode as active and you designate an auto-pilot destination via Starchart, upon closing the Starchart, steering mode is switched to cursos mode to prevent immediate auto-pilot disabling.
You can no longer target ships and platforms that are behind the camera.
The Escape button now works as intended on the Fleet Transfer and Shipbuilding panels.
Fixed a bug that made the Construct button on the context menu use the Proxima icon.
Commanding a fleet into an ongoing battle didn't properly snap their destination waypoint. Now it does.
Energy shields surrounding stations now rotate in a proper fashion.
Warlords BETA update released, gearing up for final launch
Greetings captains,
As the title implies, with this 0.900 update, we're officially entering the beta stage. All the major features are implemented and what we'll be focusing on from this point onward are balancing, tweaks and fixes. Here's a little snippet of what you can expect with today's update:
Friendly neighborhood warmasters
Several warmasters are now ready and eager to join your ranks. Over time, they gain levels just as you do and even switch to more powerful ships.
Skills and classes overhauled, per community request
All the skills are now unlocked and ready to be unleashed on the enemy. During a respec, you can shuffle your skill-set in any way you like.
Music to my ears
The completely new soundtrack, made specifically for Warlords is now finally implemented.
Raiding glory
Additional gameplay mechanics allows meaningful raiding of enemy structures.
Conquest rewarding to the max
Capturing stations and planets yields extra rewards, one of which is the ability to construct ships in multiple locations, as the community requested.
IMPORTANT NOTICE
As we've announced in earlier updates, we were forced to do a save wipe. Saves made in previous versions no longer work! We had hoped we could make a soft reset to keep some of the data persist, but we've encountered numerous issues and a decision was made to start from a clean slate to ensure no ghost problems would persist. We apologize for this, but it was necessary.
We've added quite a bit of new features and issues can be expected. Please keep us in the loop and let us know what problems you encounter so we can fix 'em up as soon as possible.
Safe travels and good hunting, captains!
For more info on Warlords and the team, check out these links:
As we announced in the recent upcoming changes announcement, there's a great deal of new things in today's update so let's get on with it...
Time for some planet-bustin'
Take over the planets of Gemini as you see fit. They can no longer magically resist your conquest. Have the Proxima on the ready and start collecting those marbles. Fifteen planets (not counting Phaeneros) are waiting for you to rule them with an iron fist. And this is only the beginning, the base layer of sorts. More variety and improvements can be expected with the next update. To take over planets you'll need...
...The Proxima!
The most powerful destructive force in Gemini is now at your fingertips. You'll have to do some work to get to it, but it will be worth it!
I'll take that station, thank you
Bully the other factions into submission more than ever before! They have a station you want? Take it! ... Or don't... it's really up to you... We say Go for it!
Return of the fan-favorite boarding
You liked boarding in our previous game? Great! Well, we've got something new for you today: boarding v2.0 is up and running! Time to make some on-site choices. Just target a ship and Deploy troops. The boys can then work their way up to the command bridge and capture the ship. Once you have control, you can freely decide what to do with your spoils of war: keep it for yourself, sell it off, scuttle it for resources, give it to your war fleets or let your scientists and engineers break it down into parts to learn how to recreate the ship themselves.
Ask and ye shall receive! Behold the no-pause context menu!
I admit, it's not really a ground-breaking feature, but it was frequently requested. This is finally implemented and it is on by default. If you want things to be how they were, check the Options menu. We've got you covered.
The entire changelog is naturally much larger, so we're posting it on the discussion board, as usual.
And while we're at it, we've combined a video to celebrate a big milestone in Warlords production:
https://www.youtube.com/watch?v=pXF1EeZV36c
Until next time,
Safe travels and good hunting, captains!
In case you want to read a bit more about the boarding mechanics, Maximus posted an article on our dev-blog.
For more info on Warlords and the team check out these links:
Captain's log 2017/03/17 - Something wicked this way comes
Greetings captains!
It's high time to let you ladies and gentlemen know what to expect in the upcoming update. Apologies for the late delivery of it. We were simply swamped with work.
The update is slated for release on Monday, 20th March. We'll likely take most of the day to do final tests and polish and release the update in the afternoon (CET time).
Yeah yeah yeah... who cares... what's in it? you say? Well let's have a look at the most important bits:
Planetary assault
It's true! You can now assault and take over planets. 15 planets (not counting Phaeneros) are waiting for you to rule with an iron fist. And this is only the beginning, the base layer of sorts. More variety and improvements can be expected with the next update! Oh and you'll have to dish out the big guns... Release the Kr... erm... Proxima! Once you construct its shipyard, you'll unlock a whole new Tech group to research and develop.
Taking over stations
If you can conquer planets, why wouldn't you do the same with stations? Well, now you can! No more magically unconquerable territory in Gemini. It is all up for grabs! As with planets, this mechanic will be further improved with updates.
Boarding and capturing ships
Waaaaaaaaaagh! Time to pillage and capture your way to swashbuckling fortune. You can board and capture other ships to keep for yourself, sell off, scuttle for Materials, strip down and let your scientists reverse-engineer them or even pass the ship to your war fleets as a beneficent ruler does (or maleficent if the ship is a piece of c***). Along with this comes a number of related research techs and perks!
Unpaused context menu
You know that li'l bit that's been annoying some of you from the start? Exactly... that paused game while on context bit... It's gone! Poof! Like magic... As we usually do, and as was agreed with you fine ladies and gents, this feature is optional. The default state is unpaused, so if you want things to be as they were, just tick the checkbox in the options and you're good to go.
NOT EVERYTHING IS DANDY
So, not everything is dandy as the above title says. We're trying everything we realistically can to keep saves compatible across versions, but we're reaching a limit. The amount of changes already done in the game world and the game in general, and the amount of changes left to do is really straining the save-load segment. Primarily loading of course as we're noticing a bulging number of bugs, glitches and even critical errors when loading our own older save files. Basically we're spending a whole lot of time running after bugs that don't exist... time we would otherwise be using to implement features, polish or optimize performance.
We're going to have to wipe progress on the next update. We're sorry for this, but it is necessary. We're still going to try our best to implement some form of soft reset so you get to keep at least some portions of your overall progress, but we cannot guarantee it. PLEASE KEEP THIS IN MIND!