Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Tactical, Indie
Starpoint Gemini Warlords
[2017/02/21] Update v0.756 - Mass production it is
Greetings captains,
We're continuing on our update run. The changes are listed below. You'll notice we were focused on fixes more than anything else. There is a major change though. Equipment has gone through a major overhaul. You'll notice some are completely gone, while some were switched with a different variety. Your saves should work, but if they don't, please let us know so we can react.
As always, safe travels and good luck!
Change-log
Equipment overhaul
Some new equipment added
VFX changes
Gameplay alterations on some equipment
Equipment availability increased (quantity)
You can now plug in a controller mid-game and it will work. Restart is no longer necessary. Provided the game recognizes the gamepad in the first place.
Personal records are now sorted. Latest additions on the top.
If you currently have 0 available civilian fleets, it will "flash" red.
In several panels, you could continuously press the B key (gamepad) and force refresh the panel. That's no longer possible in the Drydock, Construction and Ship panels.
When using a gamepad, some hints would "overflow" on the Starchart when a fleet was selected. No longer.
Fixed a bug that could lead to the game crashing on "All that glitters is gold" quest
Fixed a fleet related error that would manifest in the fleet standing idly, not doing anything. Now they act accordingly.
You can no longer declare war on yourself.
Fixed a bug where a faction would take over your newly conquered zone. Saves should now work properly.
Fixed a bug that manifested as a brutal framerate drop on the Starchart.
You can no longer use up a Collector equipment if you don't have a gas pocket targeted.
Fixed an overlapping error involving the Declare war panel and rollover hints.
Shortened some equipment descriptions so they fit in the tooltip.
You can no longer have two selected items in the Shipbuilding panel when using gamepads.
Various minor scripting fixes and tweaks.
Several fixes in the ship definition files (.shp).
[2017/02/16] Update v0.755 - It's bigger than it looks... honestly
Hello fellow captains!
Although the last quickfix was roughly just a week ago, we've got some new stuff ready for you to browse. We've placed a large focus on tweaks and features that were requested by the community in this smaller-than-usual-but-still-surprisingly-big update, along with our regular roster of bugfixes, tweaks and new stuff. The complete change-log can be found on the Discussion board as always, but I'll mention several things right away:
Free-look camera
Do you remember those many times something like Why don't you just make the camera behave like in all other 3rd person games today? What's your problem LGM? popped up on the forums? Well, we finally gave in and implemented it. This is now the default turret view camera (steering mode, mind you), but if you prefer the one we used so far, you can easily enable it in the Options.
Hey you! I'm going to beat you into a pulp!
Ah... the simple joy of declaring a war... If an AI faction has a nice piece of territorial real-estate that you simply must have and the faction in question was neutral or (heavens forbid) friendly to you, up until now you were in a pickle. You had to manually drop your stance with them to hostile before unleashing the full destructive potential of your armada. With this update, you can simply send your fleet and a nice little prompt asks you to confirm that reducing them to molecules is what you actually intended to do.
Freelancing with my homies
There are a couple of added, more difficult freelance jobs, meant to be tackled together with your fleet. Adding this made more sense than disabling gameplay segments.
Those are naturally just a few snippets from the change-log so please feel free to check the entire list on the forum.
And a few finishing lines to address a couple of features frequently noted on the forum:
Malfunctioning T-Gates can still not be repaired.
Boarding and capturing ships is not yet implemented.
I apologize to keep you waiting on the above. We're doing our best to get those features implemented as soon as possible.
Until next time,
Safe travels and good hunting, captains!
For more info on Warlords and the team check out these links:
[2017/02/07] Quickfix v0.753 - Give them bugs a smackin'
Hello hello hello, captains!
Here's the latest quickfix so that's three in total with the previous two in the last couple of days. We've done our best to fix as many bugs as possible, but also to continue tweaking and adding new stuff.
A big thank you goes to everyone for playing and providing your feedback (and game logs)!
No sense in yammering about it all. Check out the change-log below!
FIXES
Some of you have noticed that your legacy saves loaded up with an empty garage. The thieves were caught and you've got your ships back.
Fixed a cut-off text issue of the Borehole torpedo tooltip.
In some instances, the loading screen hints could crash the game. They no longer have this superpower.
AI fleets will no longer decide to switch sides and become your fleet if you've captured their native zone and loaded the game. The traitors...
Fixed a problem with the game not accepting a mouse sensitivity setting different from 0.5.
Typing "F" while saving the game will no longer trigger the game to do strange things. It will simply type "F"... as it should...
Buttons properly provide visual feedback when they aren't available even if you're constantly hovering over them.
The logo videos on starting the game no longer decide to loop excessively.
Fixed a bug with the intro logo videos that would crash the game
Fixed an issue with some ships losing their engine trails.
In some instances if you used the Ram or the Shockwave skill and docked, the VFX on your ship would remain visible. This no longer happens.
The "Refit" research group didn't enable the object of the research for purchase. This now works as intended.
Fleet names are now stored and loaded as intended.
Fixed a frequent issue with beam weapon effects hanging in space, like they got nothing better to do.
In some cases, fleet battle auto-resolve could get all messed up when one of the fleets had a warmaster in its ranks. The battle timer would remain hanging on 0:00.
If you attempt to tell your local militia (they sometimes get spawned near your garrison) to follow you, the game would crash. This is not the case anymore.
Fixed a bug where your fleet would sometimes autonomously decide not to join an ongoing battle. From now on, they will do their duty.
The Shipbuilding icon no longer goes beyond its boundaries.
In some cases, ongoing research progress wasn't saved properly. Now it is.
In some instances the Research Activate button was disabled when you didn't have enough resources to start researching a tech even though you already paid your dues since the tech in question was only paused.
In the Dialogue panel, the character portrait could sometimes overlap the character's name. This is now fixed.
Fixed an issue that would get you stuck in the Prologue if you build the first mining operation via the context menu.
Enhancement names were displayed wrong in their tooltips. Not anymore.
ADDITIONS
You can now fire your light weapons while Fire-at-will is active. When you stop firing, the Fire-at-will resumes business as usual.
If a skill is disabled, the reason for it will now be shown on its tooltip.
A number of structures have now gained a visual addition when you upgrade them. We'll be adding these models as they are finished.
Structure OnPulse scripts no longer work while the structure is being constructed or upgraded. This could reduce framerate and look weird.
Paused research is now automatically restarted once the current research is finished.
New mission markers added to the Starchart.
Added a bunch of new tooltips
TWEAKS
When opening the Customization panel, the first selected tool is "Stamp".
Since Fire-at-will is upgraded, the loading screen hint is updated accordingly.
When opening the Drydock->Loadout panel, the "Drydock" filter is active by default instead of "Your ship".
Newly constructed fleet ships now appear near the HQ instead of on/in it.
Player name and surnames are now limited to 30 characters each (though length of the words still apply which can clip your name/surname in some instances).
The Delete button on the Fleet management panel is now named Scuttle. It seems more appropriate.
MODDING
Equipment description is now referenced by keyname rather than integer identifier in the Items.wdt.
Update v0.750 - Because... Conquest
Hello captains,
We're proud and happy to release the largest update for Warlords in Early Access. As we announced in December, we had some very important features to implement and I can say that it all found its way into the update. These features are not 100% complete yet as is noted in the complete changelog, but the bulk is in and we're very interested in what you ladies and gentlemen have to say about it all.
The old reputation went out the window. A completely new system is now implemented. Be ready to juggle individual reputation with each faction in Gemini, but it's never that simple. Factions have friends and enemies of their own and you can bet that any ally of a faction you beat into a pulp will not be overly thrilled with you either. You'll make new friends though, among their enemies of course.
Overhaul of the fleet mechanics
You arrived at the location of your fleet only to find no one there? Were you worried that they got lost in space (TM)? Worry no more! From now on, they'll be there, each and every time. If you send them on a mission, they will not disappear on the way there, but you can still follow them every step of the way if you want to make sure. Fleets can be merged or divided in any way you want. If you fancy small task forces, simply have smaller fleets (only more of them) or maybe you're more on the megalomaniac side and you'll dump all of your ships into one massive fleet ready to stomp on your enemies... Your choice as always...
Conquest bits and pieces
The new fleet mechanics goes hand in hand with the additions and changes to the general conquest mechanics. Command one of your fleets to follow you into battle, or send them to do everything on their own and join in for a bit if you wish. Your fleets will fight the good fight whether you're there or not. They know their duty!
But that's not all! The AI fleets move about just like yours do and factions will attack you if they feel like it. They can be rude like that...
Oh... and you're no longer forced to attack only garrisons. You can pit your fleet against the enemy fleet directly. Smash their heads first and then move in to turn the garrison into rubble. Fun fun fun...
Researching the good stuff
Time to put those lazy scientists to work. Get them started on a project, flood them with the resources they need and wait for results. You'll be pleased with what they develop. There's no stopping progress!
Hannibal is at the T-Gates
The T-Gate network is back in business! Use a T-Gate to reach any other functioning and discovered T-Gate in the world. Oh and it can't belong to your enemies. They lock those down... and throw away the key. Then you can reach the gate the old-fashioned way and take it for yourself. Who are they to shut the door in your face!? Or maybe you're more into adventures. If that's the case, you can hop into a wormhole and see where that takes you...
The complete changelog simply can't fit into this announcement so here's the link to the forum thread where we posted it:
http://steamcommunity.com/app/419480/discussions/0/361787186426488308/
As always, we're looking forward to seeing you on the discussion board. Whether you encounter a problem and wish to tell us we suck or you want to discuss an upcoming or implemented feature, you're more than welcome to post your thoughts.
Safe travels captains. See you in space.
Starpoint Gemini Warlords progress report
Greetings captains!
It's not yet time to push the release button on the update, but it is time to give a progress report! We said we'd keep you in the loop as the update draws closer so here it is:
We're on track for the upcoming update, slated for the end of January. It's been awhile since the last update, but the changes and additions we have for you should make up for the absence. Here's a general roundup:
The complete redesign of fleet management and fleet movement is on track as well. This is a major change and it will impact the game greatly. We're looking forward to getting your invaluable feedback.
We've got a few more things to tweak in the new reputation system, but it's basically done and done. All that remains are the finishing touches.
HQ Research mechanics is also up and running and we're populating it with the actual topics as we speak. Unless something extra weird happens, you'll be getting your degree in no time.
Get ready for Gemini to become a less silent place. The new NPC chatter system will let you hear what NPCs are doing or planning to do.
Remember those holographic panels near stations in Starpoint Gemini 2? They're back and this time we've got Bink video working in the background to make it all a lot better.
Controller support is fully implemented. Switching between using the gamepad and keyboard + mouse can be done seamlessly, in-game. No need to exit the game or doing the switch in the options. Just give the mouse or plugged-in gamepad a little nudge and you're good to go.
Time to travel fast using the T-Gate network. Wormholes are also making a return. In fact, T-Gates are built on top of wormholes and naturally, you're free to expand the existing T-Gate network. And we shouldn't forget about the redesigned T-Drive. Instant-jump no longer, but enjoy the view as you woosh around the system at warp speed.
A host of fixes, tweaks and additions are also coming in the patch. We hope you'll be happy with what we've been doing over the last two months!
As you can see, most of our remaining work is focused on the fleet segment. The work on this was massive and we've got more left to do, but we believe the time is right for this to be implemented.
But that's not all folks! We've got other news-bits as well.
The redesign of our official website is done. You can check it out here. The official forum has also gone through a visual overhaul which you can see here.
And to top it all off, the entire Starpoint Gemini franchise is now on discount for a whole week!
You might have noticed that this month is somewhat different from our usual procedure. Where's the monthly update?, you might say. Apologies captains, but this month there won't be a major patch. We're working on some major features and the current development version, in all honesty, is a complete mess at the moment. Closing that up without first finishing this segment is not prudent. But, on the bright side, you can expect the upcoming update to be the most significant in Warlords Early Access. Here's a snippet or two about what we're working on and what you can expect.
The reputation system
The reputation system is implemented. You are no longer locked in a friendly relationship with Korkyra. Start busting their ships and see how your reputation changes. And as the old saying goes: The enemy of my enemy is my friend. Ruining your reputation with Korkyra will make their enemies like you all the more. Korkyra is naturally used here only as an example. The system works for any faction ;).
Controller support
Controllers... controllers are finally implemented. For starters, this means Xbox One controller, but Steam and PS4 controllers are also on the schedule. 'Nuff said.
Research on Concordia
Having a Research & Development module built on your HQ only makes sense if you can actually conduct some projects and I'm happy to say that this is being implemented. Starting with the next update, you'll be able to go all science-like.
Fast travel
The T-Gate network will finally become operational. This time, jumping around won't cost you a thing, but don't expect to start jumping right away. You have to locate the gates first and some might not function properly. You'll also be able to construct additional gates in your own territory.
Wormholes are also included in this. With the next patch you'll notice that T-Gates are now directly linked to wormholes, like an upgrade of sorts.
If you're too impatient to use the T-Gates, then you might be interested in the T-Drive. The new, reworked T-Drive equipment will get you to your destination in no time. Only... you're not jumping any more... just flying really really fast, like warp-speed fast.
There's one more tiny feature I'd like to mention specifically...
Conquest
The title may throw you off track, so please allow me to explain it in a bit more detail. Fleet management, fleet movement and fleet leaders (name-change pending) are on the schedule. We're working on this as we speak, but this whole portion is quite massive and the implementation takes time. This is also the main reason we're skipping the December update and focusing directly on the one planned in January, to combine it all into one massive update.
Now, we can't leave you hanging like this, so here's a really short list of what the conquest / fleet rework entails:
Real-time fleet movement - Yep... They move as you move and you can follow them around every step of the way. Like...really follow them. They will no longer mysteriously appear beside a garrison.
Fleet leaders - Instead of the originally planned mythical portraits that grant ethereal bonuses to the fleets they are attached to, these guys will actually be in the fray, commanding their own vessels, being all-around badass skill-users... Their planned level progression is still in. There's no change to that bit. The change that will happen however is their name. Since we won't limit how many of these guys can be in a single fleet, it makes no sense to call them Fleet leaders. There are a number of names we're shuffling around and one of them is Warmaster, but you'll see the final decision when the update comes out.
Fleet followers - You're running a powerful faction. Yes, it makes sense that you simply tell your ships to follow you around. I admit, I was personally hesitant, but the benefits of this outweigh the penalties. You will be able to command your fleet to follow you. And since a fleet leader can be a part of a fleet, you can have those guys follow you around too. There's a downside to it. Something had to take a hit and in this case, the Companions are taking the fall for the greater good. It's not really that much of a hit though, since fleet leaders are taking over all the things that were originally planned for Companions (dialogues, progression...)
As I noted, we're working on the conquest portion as we speak, so please keep in mind that we might hit a few bumps on the way which could postpone some of these things, but we'll make sure to let you ladies and gentlemen know if this happens. The update is planned for the end of January 2017.
We wish you all the best for the upcoming holidays and as always,
Safe travels captains!
0.702 - A tiny update to cure some lingering CTDs
Hello captains,
Long time, no hear, but here's a little patch for you. We aren't in the situation to release a full update yet I'm afraid. We're working on a whole lot of things at the moment and, as it usually goes, they're mostly interconnected. We have to finish them all before we can compile a proper update for you ladies and gents.
I'll leave the details of the upcoming update for the next announcement, and in the meantime, you can find the changelog for this 0.702 quickfix below.
As always, please let us know and send us your game logs if/when you encounter problems with the game.
Stay tuned and safe travels, captains!
On high framerate, coming near an object that triggers the Quickaction to appear, could crash the game. Not anymore.
Several scripts related to random dialogues with ships have been fixed to prevent minor and major errors (like CTDs)
Fixed a problem the Starchart would overlap other HUD elements after you've constructed a structure
Fixed an issue related to targeting a derelict that could cause the game to crash
Power pack is out of the game, since it, well... doesn't do anything anymore
Tweaked the notification panel (on the left side of the screen) to provide more relevant information
The scan effect on artefact vaults should now display properly
Fixed an issue with how light is rendered since it went crazy in some cases
Using the Shockwave skill could sometimes crash the game. That is no longer the case.
LGM Games Steam dev chat #2 is under way!
Do you have something to tell us? A question is lingering in your mind that you're dying to ask? Please, don't be shy and come to the Steam forums. We're hear so ask us anything!
Mod me gently with the 0.700 update for Warlords
The word of the day for us at LGM is modding. Not really surprising considering the soon-coming reward-dealing mod-contest. We have a number of tutorials, guides, articles and template mods ready for you, but this is only the beginning. We'll be pushing a lot of such materials over the course of production, especially as new features are implemented.
The full update change-log can be found here and once more there's quite a lot of it, but please don't be disappointed with the less-than-usual amount of new features. We were terribly busy with mod integration and the necessary changes.
Why you do this? you might ask. Well, that modding contest I mentioned above... It's starting in a just a bit and staging a mod-creation contest without the game actually being moddable isn't such a good idea, is it ;). Check out the linked Moddb page and give modding Warlords a try!
One thing I'd like to point out right away: Do NOT mod enhancements. It's doable, but once we're done with their re-work, your mods won't work anymore and you'd have to do some serious updating. So it's better to wait a bit with those.
If the tutorials are not providing all the answers you need, please don't hesitate to post your questions in the modding sub-forum or send us an email directly on modding@starpointgemini.com .
We're really looking forward to seeing your handywork!
Here's a little guide on how to use mods:
http://steamcommunity.com/sharedfiles/filedetails/?id=800162260
and some basics on how to publish them on Steam.
http://steamcommunity.com/sharedfiles/filedetails/?id=796362662
Safe travels, captains!
LGM Games Steam dev-chat up and running
Hello everyone!
Our first Steam dev-chat is under way on the discussion board! In the next couple of hours, you can ask us anything right here: