Community Announcements - LadyAijou
Hey ArkCoNauts!

Things are moving along quite quickly here at Handyman, as we shift from the UI overhaul into a massive content patch that we can’t wait to roll out to you! While there are still a few things that need to be completed on the user interface, we felt that it would be most efficient at this point to stop the rapid hotfix cycle, and incorporate the rest of the UI features into the content patch. It was taking far too much dev time to keep preparing for each patch every few days, and this way we can dig in, focus, and get it all done. The most prominent features still missing from the UI are the teleporting feature on command centers, the PIOS system, and the ability to refuel vehicles. We know that this will be a temporary inconvenience, but we hope everyone will bear with us. It will be well worth it to get as much content into the next patch as we can!

Speaking of the amazing content patch coming up, let’s talk about one of the things you can look forward to seeing. We’ve heard the community voice its concerns many times, that progression right now feels tedious and lacking. One of our answers to that is our new split-path progression. Driven by different sets of armor, a player will now be able to gear up according to their play style. If you like combat, you can steer your progression toward the fighter/warrior armor, which will be most easily obtained by farming enemies. If you’re a builder, you can opt for the builder/engineer style, which will be more easily obtained by mining. The armors for each style will lend bonuses to help your character be better at that area of play, and mixing and matching the different sets will allow you to even further customize your build. From a single linear path currently in game, featuring 5 armor sets, there will now be 19 armor sets available in the first 2 tiers of gameplay alone! We will have plenty more to talk about in the coming weeks as we lead up to the patch, with lots of surprises coming your way!


https://dl.dropboxusercontent.com/u/5191540/WorkGIFs/minetest.gif

On the community side, our Halloween Event will be kicking off Friday, October 24th, and will run through Halloween night. We’ll have forum games, giveaways, and more fun surprises to reveal when the time comes. Watch the news and social sites for more information on our spooky shenanigans! Thanks for reading everyone, and we’ll see you next time for ArkCo News!
Community Announcements - LadyAijou
Hey all! Just a smaller bug fix patch today, ironing out a few more things from the big UI overhaul. After this, we will be digging into a monster of a content patch, so if this one seems tiny, don’t worry, the patch notes for the next one will bring you a glorious wall o’ text!


Fixes


*Keybindings are now functional (WARNING: keys can be multi-bound, please keep this in mind when rebinding!)

*Keybindings have had alternate bindings added (this allows for 2 bound keysets)

*Corrected an error that would cause UI crashes on Multiplayer clients

*Corrected an error that would cause UI crashes while loading into worlds

*UI zoom range has been doubled

*Both UI and Game zoom sliders are fully functional

*Fixed an issue that would cause players on MP servers to have linked HP/Energy/Shield

*Fixed an issue causing burst text to show for other players on a MP Server

*PIOS UI “Coming Soon” text added

*Fixed an Issue that caused Emergency Recall item to not function

*Exposure meter is functional (final art not implemented yet)

*Indexes for Avatar Creation options added
Community Announcements - LadyAijou
Hey ArkCoNauts!

After much work, feedback, testing, and bug fixing, the UI overhaul is now live on the main branch! The testing on the opt-in branch allowed us to do several more hotfix patches, and to correct many of the issues people spotted. Given the massive amount of work that went into this re-write, things may have slipped through the cracks, so if you find bugs, issues, or have feedback to share, please post and let us know! This is still a major transition time for the game, so we do expect a few more hiccups here and there before it’s fully complete. I am compiling the patch notes for the original UI Overhaul Patch, plus the hotfix patches that were pushed to opt in, so that you have a handy reference for all that’s changed. Please note that the most recent notes are new with today’s patch, and the previous ones are dated accordingly. Players no longer need to opt in to play this content.

The UI can now be custom modded by players.
Files are located at:
c:\steam\steamapps\common\Edge of Space\ EdgeOfSpace_Data\uiresources\EdgeOfSpace

(Hot fixes already applied)
*Pressing 'I' as well as 'C' now opens the character panel.
*Crafting now correctly validates required stations.

Today’s Notes (10/7/14):


Note: The PIOS system, and server lists, as well as a few other minor features are still in the process of being worked on, and will be applied as hotfixes as soon as they are complete

Fixes/Additions:

*Visual changes to avatar/world selection/creation screens

*New Banner Text Added (text that pops up when player collects an item)

*Master CryoPod and CryoPod UI is functional

*MCP/Cryopod Binding is functional

*Refinery UI is functional

*Refining is functional

*Refined material will now list its original source material

*Added currently active weapon ammo clip and reserve count below toolbar

*Added ammo reserve counts to character management screen (C key)

*Added Skiff Pad UI

*Added skiff pad loaded data information

*Items from crafting UI that are not consumed now drop when player inventory is full, once the crafting UI is closed

*Crafting station requirements are now functional

*Incapacitation and death UI’s now functional

*Added dark alpha layer behind toolbar

*Crafting station requirements are functional

*Fixed an issue where items crafted with a full inventory would be lost

*Players can now split stacks into the crafting resource slots

*Command Control Center has basic UI functional

*Fabricator has basic UI Functional

*Recombiner UI is now functional

*Avatar name has been added to avatar management screen

*Resource type has been added to tool tips

*Vitals bars have been tweaked

*Item dropping is now functional

*Players can now drag items off of the toolbar to remove them




The following represent the previous notes, for the patches pushed to the game during the opt in test:

Hotfix Patch #2 (9/30/14):


Fixes/Additions

*Tweaks to Vitals Bars

*Vital Bars now display Numeric Stats

*Fixed an issue that prevented tasks from being completed

*Fixed an issue that affected the tool bar

*Fixed a performance issue on 32-bit older systems

*Tooltips on armor now show stats

*Right click to equip/swap gear is now functional

*Right click will now remove items from hotslots

*When a chest is open right click will now move between inventory and the chest

*Added warning dialogs to both avatar and world delete



Hotfix Patch #1 (9/29/14 ) :


Fixes/Additions

*Status Effect Timers and Stacks are functional

*Added Upgrades to the Enhancement Tab

*Quick Menu has been added

*Crafting Categories are back in the form of a drop down menu on the crafting UI (Note: The category filter will take precedence over search query)

*Added clear function to resource allocation drop down on crafting menu

*Resource selection drop down menu on crafting UI is now functional

*Resources are now removed to inventory when crafting UI is closed

*Resources can be merged (added) when resources are present before crafting amount is increased, re-selecting resource from drop down will update the amount allocated

*Various Visual Tweaks

*Corrected an issue that caused items to appear invisible when dragging/dropping


Original UI Overhaul Patch (9/27/14):


Here are the notes for the update:

Revamped UIs:

*Main menu

*New Background art! Say Hello to Achoa

*Ticket submit system

*Standard text input/navigation is functional

*Esc/Options Menu

*New Zoom Sliders

*Avatar/World Creation and selection UIs

*Players can now see a preview of their saved avatars

*Heads Up Display UI

*Vitals UI

*Tool Bar UI

*Exhausted items (consumables/placeables) will show a faded appearance to indicate lack of that item in inventory (was a red X)

*Chat UI

*Avatar Status UI

*Inventory/Gear

*New TrashBin - Confirm will purge item (delete) cancel will leave item in Bin so player can return it to the inventory slot of their choice

*Players can now Double Click to consume items (data, proto flora/crafted items, Cryorods, etc)

*Players can now SPLIT stacks by picking up the stack and holding SHIFT+clicking an empty slot to activate split count menu

*Players now have 2 gear slots per gear item, the EYE icon is for AESTHETICS (costume) only these slots will not provide stats from slotted gear only visual appearance

*Avatar Stats

*Enhancements/Research

*Codex

*Crafting UI

*Players can now SEARCH the entire crafting menu by keywords

*Players can now use a slider, up/down buttons, or numeric entry for crafting counts

*Resource slots will accept more resource than needed, only amount required for crafting count selected will be used

Fixes:

*Fixed an issue that allowed players to duplicate stackable items in inventory

*Fixed an issue where players could infinitely spawn vehicles

*Fixed an issue where chests in headhunter dungeons were empty

*Fixed an issue where energy scanner was not showing overlay in comet biome

*Fixed an issue where tutorial task markers were not showing in Single Player
Community Announcements - LadyAijou
Hey ArkCoNauts!

The much anticipated UI overhaul has arrived! To ensure that we don’t blow everything up (or at least minimize explosions) we have decided to deploy this one on the opt in test branch first, so that we get extensive feedback and bug reports from everyone before pushing it to the stable branch. Break it as hard as you can! We welcome and encourage it, and need as much input from the community as we can get!

Note: Some features might be unavailable or be incomplete as we are still fleshing out the new UIs

Bug Report Sub Forum Link http://edgeofspace.invisionzone.com/index.php?/forum/61-opt-in-branch-bug-reports/

To opt in:
1) Right click on Edge of Space in your steam library
2) Click properties
3) Click betas
4) From the dropdown menu, select the (public-test)

The game will now update you to the new version for testing.

Here are the notes for the update:

Revamped UIs:

-Main menu
-New Background art! Say Hello to Achoa
-Ticket submit system
-Standard text input/navigation is functional
-Esc/Options Menu
-New Zoom Sliders
-Avatar/World Creation and selection UIs
-Players can now see a preview of their saved avatars
-Heads Up Display UI
-Vitals UI
-ToolBar UI
-Exhausted items (consumables/placeables) will show a faded appearance to indicate lack of that item in inventory (was a red X)
-Chat UI
-Avatar Status UI
-Inventory/Gear
-New TrashBin - Confirm will purge item (delete) cancel will leave item in Bin so player can return it to the inventory slot of their choice
-Players can now Double Click to consume items (data, proto flora/crafted items, Cryorods, etc)
-Players can now SPLIT stacks by picking up the stack and holding SHIFT+clicking an empty slot to activate split count menu
-Players now have 2 gear slots per gear item, the EYE icon is for AESTHETICS (costume) only these slots will not provide stats from slotted gear only visual appearance
-Avatar Stats
-Enhancements/Research
-Codex
-Crafting UI
-Players can now SEARCH the entire crafting menu by keywords
-Players can now use a slider, up/down buttons, or numeric entry for crafting counts
-Resource slots will accept more resource than needed, only amount required for crafting count selected will be used


Fixes:

-Fixed an issue that allowed players to duplicate stackable items in inventory
-Fixed an issue where players could infinitely spawn vehicles
-Fixed an issue where chests in headhunter dungeons were empty
-Fixed an issue where energy scanner was not showing overlay in comet biome
-Fixed an issue where tutorial task markers were not showing in Single Player
Community Announcements - LadyAijou
Hey, Everyone!

We want to let everyone know that the patch that was meant to be coming out this weekend, is being pushed to next weekend instead (weekend of the 27th). Last week, Paul got very sick on us, and we lost several days of dev time on his end. As he is the one working feverishly on the UI re-write, it brought things to a standstill on that front. Due to the fact that this IS an overhaul of the entire UI, including the menu screen, we’re not able to put through an update to the patch timer on the launcher. If we complete the patch and all needed work before then, we will happily patch it out sooner, but we want to err on the side of caution. This is a very labor intensive one for the team, and we want to be sure we set a realistic timeframe. We apologize for the delay, and we hope you guys will bear with us a little longer. By way of apology, we leave you with something awesome to look at, coming in the near future:

http://i.imgur.com/5rwR2wx.png

http://i.imgur.com/fjEVPhu.png

http://i.imgur.com/oBJCskb.png
Community Announcements - LadyAijou
Hey ArkCoNauts!

As you all know, the patches have been pouring out, so it’s been awhile since we sat down for the news. The team is back from PAX, and we’re really happy with everyone’s response at the show. Players were treated to a crazy challenge dungeon, showing off what the dungeon system is capable of and what we have in store for the near future. Now that we’ve gotten back into the swing of things, the next patch on the 22nd is starting to take shape. The focus has to do with UI redesign, something many have felt the game needs. We have not been deaf to that feedback at all and things are already looking so much better as we move forward with this! Here's a look at the new character selection screen:

http://i.imgur.com/hk8FtIY.png


Following this patch, we start to look again at the bigger picture, and move forward to another huge overhaul of player progression. We’ll be bringing in some very exciting new directions for it, and it will allow the player to take a far more active role in deciding how their character is built throughout the game. The player experience is very important to us, and it’s an area we know has been in need of the attention for a long while. From here, we continue to build progression and solidify the way the higher tiers of content will fit in. The changes coming will start to move from the frame that is in place now, to a more robust, multiple play-style system. While some may instinctively groan at the idea of having to re-learn things, the overall result ties in beautifully with all the progress the game has made over the first half of the year. We’re very proud of what Edge of Space has become and look very much forward to seeing these new changes in the hands of players. We will be listening closely to the feedback from you all, as we continue to polish the game, and make it feel better to play than ever before.

On the Community side, we are drawing ever closer to our Halloween event, and are excited to see that coming together. With the help of our awesome community team, we look forward to some frightening fun in October. Good times are ahead, and we’re ready to rock this! Thanks for reading, and we’ll see you next time for ArkCo News!
Community Announcements - LadyAijou
We survived another PAX! We’re back, and getting right back to work, with another round of fixes and a few new additions and changes!

New Features:

-Shields! Player now has shield in addition to health bar

Shields take damage before you take damage. If you do not take any damage for 15 seconds your shields will auto recharge. Good Hunting Operatives.

Fixes:

-Fixed an issue where ArkCo Platforms would cause memory errors and cause other tiles to vanish
-Fixed an issue with sky rendering and shading system
-Fixed an issue where players splitting stacks of items were picking up multiple items instead of one at a time
-Fixed an issue where right clicking an item would cause the black hole (trashbin) to remain open and active
-Fixed an issue where player screens would “snap” when riding on a vehicle that is changing direction
-Fixed an issue where skiff pad was not recoverable
-Molten Armor stats are now up to snuff with current implementation balance values
-Fixed an issue where Task Markers were not being displayed properly in Jetpack section of Tutorial
-Fixed an issue where players could become stuck in the dungeons and the doors would not function

Changes:

-Players will now flash red when taking damage
-Creatures now flash white when taking damage
-Critical Math has been corrected
-Weapons now use a Range of Damage stat (must recraft weapons to gain new stats)
-Reload Time has been removed from the procedural setup and instead will stay consistent unless modified by a bonus attribute
-Fire Rate has been removed from the procedural setup and instead will stay consistent unless modified by a bonus attribute
-Armors now have Shield Boosting Stats
Community Announcements - LordShaggy
Fixes

-Fixed an issue where players were unable to submit support tickets


Changes

-New Dirt Tile has been added
Tastes like rainbow

Optimizations

-More optimizations to Frame Rate
Community Announcements - LadyAijou
Hotfixes galore this week! Here’s our latest round of tweaks and fixes!

Changes:

-Adjusted Aluminum Armor requirements
-Adjusted Outlander Armor requirements
-Refinery no longer requires a command center
-Adjusted Outlander Armor requirements
-Adjusted Helix Armor Requirements
-Added sounds to head hunters
-Corrected rift spawns to avoid them spawning right at the master pod or too close to the starting area
-Added sounds to Jellies
-Adjusted feel on Particle Accelerator, Earthen Gun, Particle Eliminator
-Tweaks to jelly behavior
-Added sounds to crabs
-The quest and event tracker window now closes if it is empty
-Added projectile impact sounds
-Particle Eliminator and Earthen Particle Eliminator no longer require mark 1 and 2 frames.
-Added new advanced “Experimental” versions of Particle Eliminator and Earthen Particle Eliminator that require the basic version (or a frame) to craft. Advanced version will be higher stats at base, and have increased chance for better stats. All other tier 2 weapons still require mark 2 frame
-Renamed Experimental Gauss Rifle to Gauss Rifle to separate it from new weapon types being introduced


Optimizations:

-Reduced Processing Load
-Reduced Memory Load
-Further optimizations to lighting to hopefully eliminate the tick/stutter in frames
-Even more optimizations for lower end systems
Community Announcements - LadyAijou
Another round of hotfixes and adjustments. We are hearing you guys and working to balance and polish things following the huge patch.


Fixes:

-Fixed an issue that caused consumables used from hotslots to be deleted instead of consumed
-Fixed an issue preventing HeadHunter Pyre from being used as a crafting component
-Fixed Broken Mark1 Frame schematic
-Fixed Broken Mark2 Frame schematic
-Fixed Raptor schematic
-Adjusted enhancement unlock alert volume
-Fixed an issue where right clicking to equip a kit was sending it to unused slots
-Fixed an issue where the reload sound was continuing after disconnect
-Beam Turret damage has been increased to match new health values
-Fixed an issue that prevented Omegatron from spawning
-Fixed an issue where certain plants were not spawning


Changes:

-Boosted light output from FireFox Pet
-Changed energy/health regen ticks to occur per second
-All energy regen values and health have been rebalanced accordingly
-Ferrosilicon armor is now Earthen armor
-Earthen armor schematics have been adjusted to better suit starting of the game
-Arklight no longer uses canisters as ammo but instead consume energy per use
-Lowered Laser Saw crafting cost
-Adjusted furniture research to unlock structure tiles sooner
-Further optimizations to help the frame rate/stutter issue some users were experiencing
-Added target FPS slider to options menu, allowing players on older machines to set the FPS closer to what their computer can operate with
-For most users the patch countdown timer is now adjusted for the local time zone
-Adjusted Focused Microwave Beam Turret damage
-Adjusted projectile spawning to help with enemies not being hit when very close to you
-Vehicles can no longer be created in dungeons
-Omegatron Retuned
-Mundo Crab and swarm crab retuned
-New Dirt Mundo Crab added in lower protolife
-Spawning rules tuned
-Nautilus hit box adjusted
...

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