Starpoint Gemini 2 - danijel
Hello everybody!

Hope you're having a wonderful and gameful holiday season. Just popped by to hint a few notes that might pique your interest ;).

We're still on a somewhat of a break, but Oliver is not giving in and keeps on burning the midnight oil.

The next update is planned for mid-january and here are just a few of the highlights:
  • Fighters - Launching fighters so they can assist you in combat
  • Heroes - Persistent ships you can hunt down for special rewards. The Bounty list can be accessed through the Starchart
  • AI improvements
    • Autopilot will avoid large objects (for now, smaller object will come into play as well)
    • Attacking ships near a station friendly to them will force the station to call for reinforcements
    • Security patrols react to player attacking their friendly ships in their vicinity
    • Increased ship spawning near stations and planets

We'll update the highlight thread up until the update goes live :) !

Have fun ladies and gents, and we wish you continually happy holidays!
Starpoint Gemini 2 - danijel
Hello everybody!

Hope you're having a wonderful and gameful holiday season. Just popped by to hint a few notes that might pique your interest ;).

We're still on a somewhat of a break, but Oliver is not giving in and keeps on burning the midnight oil.

The next update is planned for mid-january and here are just a few of the highlights:
  • Fighters - Launching fighters so they can assist you in combat
  • Heroes - Persistent ships you can hunt down for special rewards. The Bounty list can be accessed through the Starchart
  • AI improvements
    • Autopilot will avoid large objects (for now, smaller object will come into play as well)
    • Attacking ships near a station friendly to them will force the station to call for reinforcements
    • Security patrols react to player attacking their friendly ships in their vicinity
    • Increased ship spawning near stations and planets

We'll update the highlight thread up until the update goes live :) !

Have fun ladies and gents, and we wish you continually happy holidays!
Starpoint Gemini 2 - danijel
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: New script functions (for modders; check modding.starpointgemini.com for details)
  • 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
    • AI skirmishes should now occur more often
Starpoint Gemini 2 - danijel
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: New script functions (for modders; check modding.starpointgemini.com for details)
  • 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
    • AI skirmishes should now occur more often
Starpoint Gemini 2 - danijel
Hi everyone! We've been receiving reports of some troubling issues these last days since the last update and naturally we had to look in more detail. What we encountered wasn't nice at all so we had to act. It is possible that some save files could have gotten corrupted. So here's the deal:

1)Anyone experiencing difficulties loading their save files the last couple of days, please try loading them with the v0.6004 update. It should repair almost all of the potential problems on its own.

2)If numero 1 doesn't work, please contact Oliver directly oliver@starpointgemini.com and preferrably send him your save file so we can see if we can help.

We're terribly sorry for these problems and hope it ddn't cause too much problems.

Thanks everyone for your support, suggestions and patience. We honestly and really appreciate it!
Starpoint Gemini 2 - danijel
Hi everyone! We've been receiving reports of some troubling issues these last days since the last update and naturally we had to look in more detail. What we encountered wasn't nice at all so we had to act. It is possible that some save files could have gotten corrupted. So here's the deal:

1)Anyone experiencing difficulties loading their save files the last couple of days, please try loading them with the v0.6004 update. It should repair almost all of the potential problems on its own.

2)If numero 1 doesn't work, please contact Oliver directly oliver@starpointgemini.com and preferrably send him your save file so we can see if we can help.

We're terribly sorry for these problems and hope it ddn't cause too much problems.

Thanks everyone for your support, suggestions and patience. We honestly and really appreciate it!
Starpoint Gemini 2 - danijel
To address several issue encountered by both you fair ladies and gents and us as well, we're releasing yet another update. A small one, of course. The details are as always below.

Have fun and feel free to comment! :)

LIST OF CHANGES
  • FIXED: A bug where the Tactical overlay would "get scrambled" on window resize
  • FIXED: Borehole torpedo efficiency improved
  • ADDED: Viral torpedo equipment - Reduces target Trooper count (actually added in v0.6002, but we forgot to make a note of it ;) )
  • UPDATED: Viral torpedo price increased and effect modifier reduced (it was waaaaaaaaaaaaay overpowered)
  • UPDATED: Officer's price and salary drastically reduced. This is a temporary measure to counteract low income problem. They will be further refined and tweaked over time.
  • UPDATED: HUD Object markers tweaked to represent actual Sensor radius, but also taking into account object size and relevance
  • UPDATED: Object target distance tweaked based on size and relevance (planets can now be targeted from much farther away for example)
  • UPDATED: CaptainInfo->Bonuses list can now be scrolled with the mousewheel
  • UPDATED: Heavy weapons' projectile speed increased
Starpoint Gemini 2 - danijel
To address several issue encountered by both you fair ladies and gents and us as well, we're releasing yet another update. A small one, of course. The details are as always below.

Have fun and feel free to comment! :)

LIST OF CHANGES
  • FIXED: A bug where the Tactical overlay would "get scrambled" on window resize
  • FIXED: Borehole torpedo efficiency improved
  • ADDED: Viral torpedo equipment - Reduces target Trooper count (actually added in v0.6002, but we forgot to make a note of it ;) )
  • UPDATED: Viral torpedo price increased and effect modifier reduced (it was waaaaaaaaaaaaay overpowered)
  • UPDATED: Officer's price and salary drastically reduced. This is a temporary measure to counteract low income problem. They will be further refined and tweaked over time.
  • UPDATED: HUD Object markers tweaked to represent actual Sensor radius, but also taking into account object size and relevance
  • UPDATED: Object target distance tweaked based on size and relevance (planets can now be targeted from much farther away for example)
  • UPDATED: CaptainInfo->Bonuses list can now be scrolled with the mousewheel
  • UPDATED: Heavy weapons' projectile speed increased
Starpoint Gemini 2 - danijel
Time for a new update. The highlight is GUI enhancement in the form of the Tactical overlay. A quick note: Check the Options->Controls panel and set the wanted Tactical Overlay shortcut or you won't be able to see it! We plan to make the Tactical overlay appear automatically for a period of time when something important happens, but for now it is shortcut toggle only!

LIST OF CHANGES
  • FIXED: Several bugs that could cause the game to crash.
  • FIXED: A bug where the game would crash if player jumped through TGate while the boarding panel was opened (ship capture panel).
  • FIXED: Officers bonuses are now properly recalculated if an officer leaves your service or is dismissed.
  • FIXED: A bug where the main menu could not be used properly after having a conflict in the controls tab and pressing the Esc button.
  • ADDED: Tactical overlay
    • The tactical overlay is a convenient way to have all the important info on your ship, especially the status of your shields and weapon systems
    • ADDED: Shortcut to toggle the overlay - IMPORTANT: Configure the shortcut manually if needed in the Options->Controls panel
    • ADDED: Individual shield info
    • ADDED: Individual light weapon battery energy levels and heavy weapon battery reload and ammo status
    • ADDED: Each individual turret on the ship has it's own indicator when it can fire
    • ADDED: Quick target info is now linked to the Tactical overlay
  • ADDED: Player can now be ambushed when nearing randomly appearing derelicts. This is the first of upcoming micro-events linked to derelicts. More diverse events will be added over time, and the similar mechanics will be applied to other game objects.
  • ADDED: Captain->Finances tab that shows the financial balance sheet of the current month
  • ADDED: Officers now require their monthly salary or they leave your service. The exact required amount will be further tweaked.
  • ADDED: Some equipment is now operational (both actual gameplay bonus as well as activation visual effect)
    • Shield booster - Amplifies shield recharge rate
    • Damage amplifier - Increases both light and heavy weapon damage
    • Speed booster - Increases maximum speed
    • Energy defense field - Grants resistance to Energy based damage
    • Projectile defense field - Grants resistance to Projectile based damage
    • Plasma defense field - Grants resistance to Plasma based damage
    • EMP defense field - Grants resistance to EMP based damage
    • Radiation defense field - Grants resistance to Radiation based damage
    • Hull integrity field - Increases Soak (general resistance to any kind of damage)
    • Borehole torpedo - Fire a special torpedo into asteroids. The torpedo has a wide blast radius and grants increased asteroid loot yield.
    • Atlas defense field - this is a new piece of equipment (community suggested) that can shoot down enemy missiles and torpedoes. Eventually it will also work on enemy fighter crafts.
  • ADDED: Texture detail option in the Options->Video panel. Lowering this setting sets the game to use lower resolution textures (mip-map), but increase performance.
  • UPDATED: Assassin random encounters no longer appear until player reaches experience level 10
  • UPDATED: Installed Enhancements are now properly saved (both for the current ship and those in the Garage)
  • UPDATED: Several changes to the game text files
  • UPDATED: Destroying structures now yields Experience influenced by character class and experience level
  • UPDATED: Destroying structures now slightly reduces Reputation
Starpoint Gemini 2 - danijel
Time for a new update. The highlight is GUI enhancement in the form of the Tactical overlay. A quick note: Check the Options->Controls panel and set the wanted Tactical Overlay shortcut or you won't be able to see it! We plan to make the Tactical overlay appear automatically for a period of time when something important happens, but for now it is shortcut toggle only!

LIST OF CHANGES
  • FIXED: Several bugs that could cause the game to crash.
  • FIXED: A bug where the game would crash if player jumped through TGate while the boarding panel was opened (ship capture panel).
  • FIXED: Officers bonuses are now properly recalculated if an officer leaves your service or is dismissed.
  • FIXED: A bug where the main menu could not be used properly after having a conflict in the controls tab and pressing the Esc button.
  • ADDED: Tactical overlay
    • The tactical overlay is a convenient way to have all the important info on your ship, especially the status of your shields and weapon systems
    • ADDED: Shortcut to toggle the overlay - IMPORTANT: Configure the shortcut manually if needed in the Options->Controls panel
    • ADDED: Individual shield info
    • ADDED: Individual light weapon battery energy levels and heavy weapon battery reload and ammo status
    • ADDED: Each individual turret on the ship has it's own indicator when it can fire
    • ADDED: Quick target info is now linked to the Tactical overlay
  • ADDED: Player can now be ambushed when nearing randomly appearing derelicts. This is the first of upcoming micro-events linked to derelicts. More diverse events will be added over time, and the similar mechanics will be applied to other game objects.
  • ADDED: Captain->Finances tab that shows the financial balance sheet of the current month
  • ADDED: Officers now require their monthly salary or they leave your service. The exact required amount will be further tweaked.
  • ADDED: Some equipment is now operational (both actual gameplay bonus as well as activation visual effect)
    • Shield booster - Amplifies shield recharge rate
    • Damage amplifier - Increases both light and heavy weapon damage
    • Speed booster - Increases maximum speed
    • Energy defense field - Grants resistance to Energy based damage
    • Projectile defense field - Grants resistance to Projectile based damage
    • Plasma defense field - Grants resistance to Plasma based damage
    • EMP defense field - Grants resistance to EMP based damage
    • Radiation defense field - Grants resistance to Radiation based damage
    • Hull integrity field - Increases Soak (general resistance to any kind of damage)
    • Borehole torpedo - Fire a special torpedo into asteroids. The torpedo has a wide blast radius and grants increased asteroid loot yield.
    • Atlas defense field - this is a new piece of equipment (community suggested) that can shoot down enemy missiles and torpedoes. Eventually it will also work on enemy fighter crafts.
  • ADDED: Texture detail option in the Options->Video panel. Lowering this setting sets the game to use lower resolution textures (mip-map), but increase performance.
  • UPDATED: Assassin random encounters no longer appear until player reaches experience level 10
  • UPDATED: Installed Enhancements are now properly saved (both for the current ship and those in the Garage)
  • UPDATED: Several changes to the game text files
  • UPDATED: Destroying structures now yields Experience influenced by character class and experience level
  • UPDATED: Destroying structures now slightly reduces Reputation
...

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