v0.7000, March 17, 2014 BETA ENTERED!
Time to cross into the 0.7 version range ladies and gents. This means we've crossed into the BETA stage of development.
To explain a bit what this means exactly I'll make a list to make things completely clear so bear with me ;) :
Entering BETA does NOT mean we've got every feature implemented and we're not stopping until we implement everything we've got planned.
Entering BETA DOES mean we have to stop adding more features for implementation, at least for now if we're to finish the game ;).
Entering BETA DOES mean we will completely focus on implementing any and all features left on the to-do list as well as finishing all features implemented partially.
Entering BETA DOES mean we will focus on FIXING BUGS and later on BALANCING and OPTIMIZATION.
Entering BETA does NOT mean we're not looking forward to more suggestions and comments. Feel free to continue posting them. We will continue adding to the wish-list for later implementation. :)
In a nutshell, it's time to wrap it up, but wrap it up PROPERLY. And to do that, we need time. Every new implemented feature almost certainly comes with its own set of bugs and glitches that need to be ironed out.
We have to thank the amazing community that supported us through the alpha stage in Early Access. We owe you a debt we can hardly repay, but we will do our best by completing SG2, polishing it up, and continue building on that foundation :).
We’re nearing official beta stage and to celebrate this, we’re offering Starpoint Gemini 2 at a 33% discount. This package also contains the original Starpoint Gemini 1 PC game completely for free! This special offer will be available exclusively through Steam until Monday, 17th when we’ll officially cross into beta stage of SG2 development.
A few quick, but important notes on the upcoming beta:
Upon entering beta, purchasing Starpoint Gemini 2 package will no longer come with a bundled Starpoint Gemini 1. All those of you who purchase SG2 until then will get SG1 for free and keep it of course, but after that point, SG1 is going out of the package.
Entering beta stage will also mean a slight increase in price.
Entering beta DOES NOT mean we’re done with implementing features, but it does however mean we’ll have to stop introducing new features to the to-do list. We’ll focus on implementing and finishing up the items on the list, balancing and bug-fixing to make the game as polished as possible and ready on final release. The remaining suggested features will definitely remain on our wish-list for possible future addition.
The entire LGM team is immensely grateful to the community for providing awesome support and feedback during this alpha stage of Early Access and would like to thank each and every player for helping us in developing Starpoint Gemini 2. A lot of work has been done, but a lot yet remains. We promise to continue our work on the game up until final release and beyond.
Update v0.6011 going live! We've got several new things for you today among which is the Skill & Perk respec panel on stations and planets so you can change your skill modifiers and chosen perks. The visual upgrade this time goes for anomalies. You can check them out in-game.
Another bit of news for today's update is the Hero contest!
You can submit your imagination's creations into the contest through our webpage http://www.starpointgemini.com .Just click on the Contest banner on the right ;). The top five characters with the most votes at the end of the contest will get their character recreated in-game, their esteemed name in the credits section AND a complimentary Starpoint Gemini 2 Steam key you can give to your friend or keep for yourself!
The next update is planned to finally bring character class choice and improved mission object markers to make them easier to distinguish from "standard" game objects and to quickly show what you should do with/to the object.
LIST OF CHANGES
FIXED: Several glitches in the station/planet interface
FIXED: Several errors in the game text files
ADDED: All ships now have their own derelict model, with upgraded visuals as well
ADDED: Local region security now does random security checks to see if a ship is carrying illegal goods and will request the contraband to be jettisoned
ADDED: Skill & Perk respec panel to stations and planets so players can re-acquire their used skill and perk points and redistribute them differently (for a price!)
ADDED: Several confirmation panels on station/planet interface to clarify certain situations (Purchase ship, Purchase to garage, Sell ship from garage)
ADDED: Several hints
UPDATED: Boarding mechanics now includes random micro-events that can change the course of on-ship battles
UPDATED: Derelicts now appear more frequently after a ship is destroyed
UPDATED: Anomalies have received a substantial upgrade
Several anomalies changed visually
Almost all anomalies now come with thir on-screen effect to show when you're inside the anomaly's effect radius (the on-screen effect will be further refined and upgraded)
Almost all anomalies now come with their proper gameplay effect (Displacement and Hyper-resonance are NOT yet fully implemented!)
Randomly appearing anomalies have double effect radius
UPDATED: Science Freelance missions now utilize all implemented anomalies. More dangerous anomalies yield greater Credit rewards
v0.6009, February 14, 2014
We'll begin with something different this time...
All of us here at LGM wish you all the best FastJack! Keep it steady man. We hope you get out of the hospital soon and back on your space-faring feet!
New update incoming. The highlight is the overhaul of the asteroid system. Wev'e replaced the place-holder asteroid models with new ones. And perhaps more importantly, we've done a lot on optimizing the asteroid fields to improve overall game performance.
Riftways, that we've mentioned last time unfortunately didn't find their way into this update. We've got more work left on it before we can release it.
Moving on to the next update. I've seen in mentioned on the forums recently, so I'll mention it here. We'll finally address the issue of slow shield recharge. While out-of-combat, ship shields will receive a massive recharge boost, so you ladies and gents don't have to wait for ages until your shields recharge before going into the next fray.
LIST OF CHANGES
FIXED: Tooltips for comparing offensive and utility systems for garaged ships now work properly
FIXED: Selling a ship from the garage will now properly display new credit balance
FIXED: Long station/TGate titles spread across 2 lines now
FIXED: Several issues with the Patrol Freelance mission
FIXED: Several errors with hints being displayed wrong
FIXED: Anomalies can no longer be exploited for Experience over and over again
FIXED: You can no longer use the Radar and the Energy distribution panel when the game is paused
ADDED: New station model
ADDED: A derelict can now appear after a ship explodes. Ship file (*.shp) received an additional Derelict section that shows which derelict can appear. Not all derelict models have been created so far, so don't be surprised if a Taurus gunship, leaves in its wake an Adept cruiser ;). You can then loot the derelict.
ADDED: More quest items for Taxi and Ferry Freelance missions
ADDED: Repair progress bar indicator is now visible when repairing structures
UPDATED: The asteroid render system received an overhaul
Changed existing place-holder asteroid models with new ones
Added Level-of-detail models for asteroids
Asteroid mechanics received some optimization to improve performance
Asteroids can now rotate
UPDATED: Several sectors around Fjord asteroid field switched to a different ambient
UPDATED: Derelict mechanics changed to accommodate new derelict mechanics (derelicts appearing on ship destroy)
Update 0.6008 was more focused on fixes rather than adding more content. The highlights are ship visual customization available on the Station->Drydock panel, functional shortcuts (sorry it took this long ladies and gents) and a severe optimization of the GUI system. We've drastically improved performance of that section. You might notice some performance improvement in general as well. This is only ONE optimization step and further will follow.
The next update is planned to bring about the Riftway system which will spring out all over Gemini and help you travel around faster. New asteroid visuals are also planned to go along with that.
FIXED: A bug where hovering the cursor over the Fighter wing buttons on the Context menu would show the targeting reticle instead of standard select cursor
FIXED: Several errors that could occur on loading a save file
FIXED: Shortcuts are now functional as intended
HostilePrev | HostileNext
Skill1 | Skill2 | Skill3 | Skill4
Equipment1 | Equipment2 | Equipment3 | Equipment4
LaunchAll | LaunchWing1 |LaunchWing2 |LaunchWing3
FIXED: A bug where the second fighter wing would show the wrong hint on mouse hover
FIXED: A bug where the Freelance mission panel could be opened and automatically closed which could cause other issues only repairable by restarting game
FIXED: Loot drops no longer come with zero quantity
FIXED: Ship name on the Fleet panel now shows actual ship name
FIXED: Ship name on the Drydock panel now shows actual ship name
FIXED: Several text errors
FIXED: Several text formatting errors that could cause memory leaks
ADDED: Schematic images for several stations
ADDED: A new station model
ADDED: Customization tab on Station->Dryodock
Ship banner and banner color can now be set
Ship color can now be tinted
Ship material glossiness and reflection can now be tweaked
Ship decals and decals color can now be set
Ship name and name color can now be set
UPDATED: Severe performance optimization of the GUI system
UPDATED: Mouse sensitivity slider is now functional
UPDATED: Camera sensitivity slider is now functional
UPDATED: Wormholes are now appropriately named "Wormhole". This will be further expanded on to show the wormhole's destination
v0.6007, January 20, 2014
As promised, here's another quick update to address the late-encountered issues with the Tutorial screens and their listing panel. We've pushed in a few other fixes as well.
FIXED: Several problems with the Tutorial screens and updated the listing
FIXED: Several resolution-related problems
FIXED: A problem where Tutorials weren't saved/loaded properly
FIXED: Licenses now get flushed from memory when starting a new game after you've already loaded a previous save
v0.6006, January 17, 2014
Here comes the first update in 2014, one of many to come. The absolute higlight of this update are Fighters. You can now finally launch them on their mission of utter destruction. Release the Kraken! ;)
We've also done some more work on the Tutorials. A new button is added on the upper-right HUD console (shaped like a question mark). This opens up a panel where you can review all unlocked tutorials whenever you need them. This is the first step on improving the general tutorial section in the game.
That's only a part of the job done since the last update. The foundation of a lot more has been set and the next update is planned to come with ship visual customization (ship name, banner, colorizing etc.)
IMPORTANT: We've encountered some problems with the tutorial panels a few moments ago, but we won't delay the update further. We really want you to get those fighters today ;).The fix for the tutorials will come as soon as possible (likely a day or two). A thousand apologies for these issues!
Until next time, safe travels!
FIXED: You can no longer delete NewSave
FIXED: Starchart tutorial related crash
FIXED: Turret view shortcut (def. V) now works properly
FIXED: Mem-leak - Perks are flushed from memory on game reload
FIXED: Mem-leak - Officers are flushed from memory on game reload
FIXED: Mem-leak & exploit - Licenses could become doubled
FIXED: Bounty board panel can now be moved around
FIXED: Esc button now closes the Bounty board panel and then the Starchart
FIXED: Text on Commodities hint is no longer cut-off
FIXED: A bug related to opening the tutorial and the Starchart at the same time and pressing Esc button
FIXED: Errors on Fighter hints
FIXED: Actual shortcuts are now displayed in tutorial texts
FIXED: Wrong hint was shown on some hangar slots in the Drydock->Loadout panel
ADDED: A lot more random ships flying around in space. This is only the first step, as we'll return to the subject to tweak each individual region
ADDED: Fighter wings
Fighters can now be launched
Hangar Enhancements now work properly
Updated hints on Hangar and Fighter wings
Fighter idle AI - Fly out and stay near carrier
Mark target (on Context menu) designates the object as fighter primary target
Fighter definition files added to enable modding
Updated Fighters.wdt database table to enable modding
Added sitRep panels for each fighter wing on the left side of the HUD
Fixed several errors on Fighter hints and added more information
Fighters return to carrier prior to T-Gate jump
Some interceptors and all bombers carry both light and heavy weapons
ADDED: Invert mouse option in the Options -> Controls panel
UPDATED: First step on upgrading the tutorial mechanics is implemented
All unlocked tutorials are listed and can be accessed at any time with the button on the upper-right HUD console (shaped like a question mark)
Added new tutorials and changed some existing ones
ADDED: Mark target (context menu action) is now operational for hostile ships. Fire at will is not yet influenced by this command
ADDED: Fighting in the vicinity of a station forces the station to call for reinforcements for help
ADDED: Special "heroes" - persistent ships flying around Gemini who can be hunted down for special rewards. This is ONLY the first step, as we have yet to implement randomly generated news linked to heroes and their whereabouts.
ADDED: Auto-pilot now avoids planets. This is the first, basic implementation, simply to avoid those annoying space collisions ;)
v0.6005, December 19, 2013
A new day and time for a new update. This will be the last update this year ladies and gents. Well, that is unless a quickfix or two will be required :).
As the highlight this time we chose two features. The first is the Fire at will command. This is the basic model and we're looking forward to your feedback. The second is energy redistribution accessible through the panel in the bottom left (hover over your ship schematic). This feature was almost entirely implemented after a thorough and detailed suggestion by one of the community members.
Unfortunately, I cannot find the exact post and that way the original poster, so please if you're reading this, contact us. Credit where credit is due :).
FIXED: A bug where a target ship schematic was left hanging on the context menu after a ship was captured and transferred to the garage
FIXED: Several errors in region files
FIXED: Several errors in game text files
FIXED: Several errors regarding bonus modifiers
FIXED: Fleet->Ship systems panel now works as intended
FIXED: Numerous errors in the Material Editor (for modders)
FIXED: Several errors in the boarding mechanics that could cause adverse effects
FIXED: A bug where particle and other various effects continued to show after player died and loaded a save game
FIXED: Selling your ship now correctly adds 20% of it's value to your account instead of 100%
FIXED: Several errors regarding object and target markers that were left hanging on the HUD after jumping through a TGate
FIXED: Enhancement markers for the light and heavy weapon on the back battery switched to correct positions
FIXED: Left and right heavy weapon slots on the schematics panel (bottom left part of HUD) were switched to correct positions
FIXED: Shield capacity boost no longer applies after shield status update, which caused the shield to refill up to the base capacity value instead of the modified one resulting in partially filled shields.
ADDED: Licenses are now available for purchase on stations (planets will receive them in the next update). Licenses can only be acquired when you're allied to a faction
ADDED: New holo panels to several station models. This is just the starting point of the new system and will be further upgraded to show various information dynamically.
ADDED: Credit numeric values now have delimiters , to make them more readable (community suggested)
ADDED: Energy redistribution mechanics. Energy can be easily transferred between Propulsion, Weapons and Shields via the panel in the bottom left. The panel switches with the player ship schematic. (community suggested)
ADDED: Fire at will command in its basic form uses a smart algorithm to switch between targets. This feature is a work in progress and feedback is most welcome.
ADDED: New station model
ADDED: Structures can now be guarded. Damaging them can trigger security forces to arrive in its defense.
ADDED: New planet background for planet Korkyra
ADDED: Environment detail can now be set in the Options->Video menu to improve game performance. This option impacts asteroid visibility the most.
UPDATED: Planet Iolia and planet Hogosha models
UPDATED: Several new bonus modifiers are now functional (Heavy weapon reload, Weapon battery recharge...)
UPDATED: Improved two ambients
UPDATED: AI routines
AI ships can now form fleets (basic implementation; will be further upgraded)
AI ships now use Power to Engines
Improved AI decision making on when to engage an enemy vs. when to flee