It's almost about time now! The next content update is in its final internal test phase, about to be released by next weekend (Oct. 30)!
The update will contain a few smaller game and interface fixes here and there, but foremostly, it will bring you the whole new improved profile system and Season 1 with challenges, on-line leaderboards, and exclusive rewards!
Those who helped beta-testing the profile system will also get their first insignia, and players who've already contributed to the on-line (beta) rankings will get even more--and a big "Thank you!" ;-)
A longer, much more detailed post with explanations & pictures of the new systems will be available just as the update gets live. Keep your eyes peeled!
The update won't be the last one in this year, though. A more technical-related patch with many interface improvements is also coming by early December. I'll keep you posted about this, too.
Happy hunting!
Hotfixes
Here's the list of hotfixes issued since Update v1.0.2.0. Thank you for all your valuable feedback that makes the game better day by day!
This list will be updated until the release of a new planned content update.
v1.0.2.0b2 (Build 0331b) -- 05.08 10:50 AM PDT
-- Fixed an issue with deploying turrets in some cases in Campaign mode.
v1.0.2.0b1 (Build 0331a) -- 29.07 10:48 PM PDT
-- Fixed a serious issue with reloading Campaign saves introduced in, but not exclusive to v1.0.2.0. We apologize for any inconveniences this may have caused. All saves remain compatible.
Update v1.0.2.0 Now Live with Trading Cards!
We're very excited to finally give you this update, first of a new development cycle that will bring many new great functions to the game in the upcoming months.
But, first of all, we're very happy to announce the Steam Trading Cards for Ultimate Space Commando! From now on, you can get card drops while playing the game, craft your United Space Command Forces badge, and unlock USC-themed Steam profile backgrounds and emoticons! The first series contain five cards, three backgrounds and five emoticons either of common, uncommon or rare quality. Ducky-yeah!
The update also introduces the Online Profile System, a brand new function that will be followed by a complete achievement and competitive seasonal challenge system this fall. We've rebuilt the profile system some of you may still remember from the Alpha version of the game from the ground up, and as a completely optional function, it is now in its Public Beta stage! It is independent from Steam profiles and achievements, and currently features an extended, yet still basic statistics interface that records your Single Mission and “Defend the Base!” progression. We're making it available to the public now because we want to conduct a thorough server stress-test before the more advanced functions – like achievements, leaderboards and challenges – become primed. We'll release frequent updates to enable new functions and fix or fine-tune the existing ones as we're getting nearer and nearer to “Season 1”. We're also very, very excited to receive feedback from you about this endeavor. Those players who participate in the Beta testing of the profile system will get exclusive in-game goodies available only to them when the first season starts.
Update v1.0.2.0 also features a few new circuits for the doorlock-hacking mini-game (and still more to come with the next updates), and a most requested guide to hacking circuits. You can find it the “Docs” sub-folder of the game installation directory and in the Game Guide on our web page. A few improvements to general gameplay and fixes to stability have also been issued; please see the Change Log for further details.
USC v1.0.1.3e5 to v1.0.2.0 (Build 0330) Change Log
The update is backwards compatible with the previous version.
NEW
-- Added Steam Trading Cards.
-- Added basic in-game online profile system (Beta WIP).
-- Added 4 more doorlock circuits and a circuit-hacking guide.
-- Added a new, enhanced layer of data file security to the game (WIP).
-- [Campaign] If not in Hardcore more, the game will create a complete backup save when selecting (clicking on) a new mission. There can be only one (the most recent) of this kind of save. Please note that if you load the backup save, your most recent non-backup version of the same campaign will be instantly overwritten by it (just like with “Drill mode” saves).
CHANGES
-- All crafting materials on the ground are now automatically collected when completing a mission irrespective of mission objectives and/or scripts (in Campaign). Items left in crates/databanks will not be collected this way, though.
-- Slightly changed the rules for determining the difficulty of door locks to hack.
-- Added default port info to the USC networking help.
Patch v1.0.1.3 and hotfixes
A new patch is now live fixing a couple of minor bugs and attempting to resolve some rare technical issues a few players are experiencing.
Hotfixes
v1.0.1.3 build #0329b3 (07.06 1:51 am PDT)
-- Fixed an issue with turrets introduced in #0329a.
v1.0.1.3 build #0329b2 (25.05 10:46 am PDT)
-- Fixed a bug that prevented ending mission "Nest premises" if player had chosen to "Stay" after completing objectives.
v1.0.1.3 build #0329b (24.05 1:19 am PDT)
-- Fixed a multiplayer bug that would prevent PvE Single Mission games from completing in some cases when all aliens have been killed.
v1.0.1.3 build #0329a2 (21.05 2:23 pm PDT)
-- Fixed a potential crash after Campaign mission "Operation Hard Flame".
-- Fixed handling of missing custom squad logo files.
v1.0.1.3 build #0329a (20.05 22:57 pm PDT)
-- When winning a mission with no opportunity to shut down (and pick up) turrets, their value in Credits will be automatically added to the resource pool.
-- Fixed getting the turret activation reminder when have lost all turrets.
-- Fixed a minor UI glitch after mission "Operation Hard Flame".
v1.0.1.3 build #0328c2 (20.05 9:46 am PDT)
-- Made some adjustments to the difficulty of Campaign mission "Death Pass".
v1.0.1.3 build #0328c (19.05 10:22 pm PDT)
-- Fixed a bug that caused a crash if using custom squad logos in Campaign mode.
v1.0.1.3 build #0328b2 (18.05 12:00 pm PDT)
-- Fixed a bug that caused the AI to always retreat after the mission "Into The Wild" has been completed.
v1.0.1.3 build #0328b (18.05 3:28 am PDT)
-- Changed keyboard handling method in an attempt to completely fix lockups a few players are experiencing. CONFIRMED TO BE WORKING.
USC v1.0.1.3 build #0328a
FIXED
-- Clicking on "OK" with no Campaign ID specified will no longer freeze the game. Also, a default Campaign ID "Campaign" will be used in this case.
-- Blueprints acquired will no longer be added to the prototype bank and removed from the inventory if the game is reloaded during the mission.
-- The doorlock hacking mechanism can not be exploited from now on to get more XP, materials or score (the latter only in Single Missions). For each and every lock on the map, only the first successful hacking procedure counts.
-- Fixed a typo and a graphical glitch on the Prototypes panel of the Squad Assembly screen.
-- Fixed a few typos and inconsistent dialog content in the tutorial mission.
-- Fixed the script in mission "Into The Wild" so that it won't end prematurely if the player kills all aliens before certain events.
TECHNICAL FIXES / FIX ATTEMPTS
-- Users previously experiencing Error 3002 -- "Unable to load sound" should now get no errors when starting the game with sounds enabled. Sounds the game couldn't load will be missing, but depending on the situation, it may not be very noticeable. We'll continue collecting data about this in an attempt to permanently solve the error.
-- Users previously experiencing the game locking up when pressing ESC or the Menu or Info buttons during a mission should now be able to play without errors. We'll continue to monitor this issue, too.
Hotfixes and known issues
Hotfixes
We're currently investigating a few very rare issues, and will be deploying minor fixes on the run. These won't affect your experience with the game; we're trying to address a few unique (technical, not gameplay) problems encountered by some of our players.
The list of fixes will be updated here.
The size of these hotfixes will be around 1 MB, so you won't notice anything beside a really quick auto-update (if enabled).
Thank you for your understanding!
v1.0.1.2 build #0327d (16.05 2:01 am PDT)
-- Fixed a serious issue with generating some Campaign missions from Chapter 2 and forth.
v1.0.1.2 build #0327c (16.05 10:45 am PDT)
-- Fixed an issue that prevented Campaign saves to load after an RMG lockup has occured. The cause of these rare lockups are being investigated and will be fixed soon.
v1.0.1.2 build #0327b (14.05 1:51 am PDT)
-- Fixed a major bug that prevented PvAI games over TCP/IP from being played. We'll continue to collect feedback on any related (or unrelated) problems and issue fixes ASAP.
-- Fixed a bug when starting a new Campaign game after a Defend the Base! session has been played.
-- Added the unit callsign to the mouse hover info bar.
v1.0.1.2 build #0327a (13.05 6:36 am PDT)
-- Added some user-accessible launch debug options (details later) in an attempt to pinpoint the cause of a few very rare issues.
-- Fixed public IP lookup function.
Original Soundtrack
The game's thrilling ambient-techno soundtrack featuring 16 tracks by composer Dmitri Arktor is currently available on BandCamp for preview and purchase. It will also be available on Steam as a DLC a bit later. Be sure to check it out!
Support availability
The release is now upon us! We wish to thank you all for your support one more time, and do hope you'll enjoy the game at least as much as we've enjoyed (and still enjoy) creating it!
With any issues related to keys, activation, or other delicate / private matters please contact us at our main help / support e-mail: support@uscthegame.com.
With other (technical, gameplay, bug report, etc.) issues feel free to start a topic in the community hub forum, we'll also monitor that as frequently as we can. Or--of course--you can write to the support e-mail address, if you prefer.
Please kindly note that we're still a very small group of people, and while we'll do our best to answer and solve problems as soon as possible (generally allow 24 hours), we may not be able to respond to e-mails instantly.
We will be generally available for support between 7 a.m. (07:00) and 6 p.m. (18:00) CEST (that is 10 p.m. to 9 a.m. PDT).
Thank you, and happy hunting!
Beta 3 to Final Release change log
*Edit (04.05):
USC v1.0.0.0 to v1.0.1.0 CHANGE LOG
We still haven't launched yet, but USC is being iterated toward Version 1.0.1.0 with even more optimizations and new features.
ADDED/NEW
- Online in-game news / "Tip of the Day" system (optional). This will also serve as a hub for future weekly/monthly challenges; details later.
FIXED
- Fixed/double-checked a few more Campaign related possible issues with the save and script system.
*Original (22.04):
USC v0.9.5.0 to v1.0.0.0 CHANGE LOG
Below you can find the list of the most important changes from Beta 3 (v0.9.5.0) to v1.0.0.0 regarding general gameplay rules, functions and the engine. You might want to read it if you've already played the game.
Please note that this list does not include changes/additions to the Campaign mode, on which we've worked really, really hard. It has a pletora of new or enhanced functions and more than 30 missions with story elements, scripts, project management options, additional lore, etc. Once the game is released, future changes to the v1.0 Campaign will be naturally documented.
RULES
- PvE: marines now have 25+Reaction*0.75 % chance to interrupt an alien's movement with ranged defense fire.
- Even more tools (screwdrivers/wirecutters) can now be acquired in "Planet surface" Single Missions (+25% drop chance).
- There is now a chance to find additional Rubber Duckies on standard (no surface, no mines) Single Mission maps in equipment crates.
- Being tranquilized will now also affect object push/pull actions. It also fixes a rare glitch with -1 APs remaining.
- No Wunderwurmz will now show up if player didn't select the Wunderwurm option in Single Mission mode, irrespective of difficulty level.
- Lockdown delay is now 3 seconds in Circuit Cracking mode. This should be enough for a reaction if one knows what they're doing.
- The chance of continuous/restarting burning of Commandos has been halved (25% now).
- All medikits now put out burning of target unit. Complex medikits now also lower rads by a base rate of 25 (50 with 100% skill).
- You can now use a medikit for non-damaged units in case they have other issues the medikit can help.
- Disassembling blueprints will now always yield extra screws (amount based on proto level).
- Lowered the Credit cost of a few general gadgets.
- No more rad splash to under objects.
- Tweaked Laser scorcher (mainly increased ArP) to be more in line with other weapons of its price range.
- Slightly decreased flare efficiency.
- Turrets will no longer gain extra APs based on critical reaction hit.
- Armor Repairs now also decrease corrosion by 25.
- There is now 1 Nest Guardian in Single Missions on Ultimate difficulty and for each 'deadly' alien player.
ADDED/NEW
- Added the whole new ENVIRONMENTAL AMBIENT system.
- Added all new ALIEN FOOTSTEP sounds!
- Added numeric display of stimulants to ATAC shortcuts if there are more than 3.
- Added Load Campaign dialog as an alternative to standard ID-based resume.
- Added all 16 new portraits & fully re-enabled portrait system and functions.
- Added display resolution auto-detection for first run.
- Added "skip tutorial", "drill mode" and "hardcore" options to Campaign creation.
- Added remastered rank badge images.
- Added new ambient tracks as Main Menu music.
- Added optional friendly health bars.
- Added toggleable squad info overlay.
- Enhanced the Circuit Cracker sound experience.
- Enhanced mouse click handle mechanism: you can hold down button to navigate the minimap, and can pull off the mouse to belay an order.
- Enhanced the accessibility mode (also added a notice).
- Enhanced Main Menu (and team screen) background dynamics: added glowing stars, lightning storms.
- Enhanced IP-address lookup when creating a network game.
- A backup of the last squad is now saved when going back in Single Mission/DTB Squad Assembly.
- Network dialog will now remember last IP, password and player name.
- Selecting a new movement target will now deselect the current item (if any).
- Floating message "Missed!" is now displayed as "Miss!" for a better aesthetics.
- New monster: Nest Guardian. Extreme Armor, knockback, rad attack, lays big eggs, more APs, bleeds rads, unique graphics.
- Turret ID is now shown in inventory (mousehover info).
- Now using custom font files from game directory.
FIXES
- Fixed scanner marker being always visible in cases when 6+ marines had the unit in sight even without scanning.
- Fixed item selection marker remaining after putting down an item.
- Fixed hover info bar sometimes displaying silly things for special eggs.
- Fixed an Action Points related problem/negative overflow in some cases when pushing/pulling a crate while being cloaked.
- Fixed item descriptions to match latest data.
- Fixed a rare "phantom monster haunt" bug.
- Fixed Laser scorcher's "Tranquilize" mode being selectable (not usable!) without a mod.
- Fixed alien attack (and some other) sounds restarting instead of continuing/stacking with each other.
- Fixed/enhanced some minor interface issues/features.
- Fixed kerosene over-stacking when picking up from barrel over 90.
- Fixed a graphical glitch where the general light level would erratically change when a champion monster is on/not on the screen.
- Fixed a minimap display related glitch.
- Fixed the occassional "black flash" glitch of the Main Menu background.
- Fixed new menu music not turning off when music volume set to 0.
- Fixed CC usage with 100 ET not costing any APs.
- Fixed Main Menu music volume.
- Fixed a music related memory leak.
- Fixed being able to create a Campaign without an ID, resulting in corrupted saves.
- Fixed several cases of music volume inconsistency.
- Fixed some core networking functions (map data distribution to clients).
- Fixed a minor graphical glitch with the enemy health bar regarding sight data.
- Fixed health bars 'flickering' when the unit is moving.
- Fixed map info bar not displaying integrity data for closed doors with an item under them.
- Fixed mouse click behavior on the personal data (skills) panel.
- Fixed a TCP/IP tunnel overloading crash in Network mode when re-building sight data.
- Fixed an AI movement lockup related to idle walking.
- Fixed unit duplication when spawning from sewers.
- Fixed movement arrows overlapping pick-up highlights, rendering them unusable.
- Fixed save reloads and mission time discrepancy in Network debriefing.
- Fixed usable items being highlighted while attacking.
- Fixed chat window graphics (minor).
- Fixed squad selector in Network mode acting graphically weird for the client(s).
- Fixed Network debriefing screen & end mission functions.
- Fixed AI not always using all available APs.
- Fixed AI unit action loss when receiving opportunity fire.
- Fixed AI turn progress display (should be 100% accurate now).
- Fixed evasive warbreds jumping when taking damage from self-movement (onto fire, etc).
- Fixed pickupable crystals placement onto wall lights.
- Fixed turrets sometimes not being visible under the AI turn.
- Fixed a serious bug with re-deployed turrets' ownership.
- Fixed a bug in DTB Hall of Fame system.
- Fixed a bug in music & ambient control system with fade-outs.
- Fixed ESC invoking exit game dialog instead returning to Main Menu if pressed on DTB game setup screen.
- Fixed currentsession folders not being cleared.
On redeemable Steam keys, non-Steam versions and launch discount
Hi,
I have some good news regarding the Steam keys for those who've already purchased or got the game on other stores, namely IndieGameStand, Desura or GamersGate.
IndieGameStand and Desura USC owners (including sales from BundleBandits' Insanity Rush Bundle) can already claim their Steam key on the appropriate pages (IGS: USC game page; Desura: Collection).
Keys to GamersGate are already being sent, it's only a matter of short time; you'll be able to redeem the game before the Final Release arrives. I'll keep you posted.
Please note that while you can already redeem the game on Steam, it won't be available to you for play until the Steam version is released (12 May).
If you encounter any problems during acquiring your key, please reply to this thread or--if you prefer privacy--contact us at support@uscthegame.com so we can help sort things out!
Non-Steam versions in the future
As things currently stand, we're also set to continue deployment on other store platforms. Final Release version 1.0 will be available on these at most a few days after the Steam release, as well as all future patches/updates. So whether you claim your Steam key or not, you'll be able to play USC on/from your favorite store platform. Additionally--and naturally--all future purchases on these platforms will include a redeemable Steam key. (Minor details may change, I'll keep you posted.)
Pre-purchase and launch discount
There isn't and won't be a pre-purchase event. We WILL, however, give a LAUNCH DISCOUNT, so if you don't already own the game, we sincerely recommend to wait until it's released, don't buy it on non-Steam stores until then.