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Edge of Space

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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
Aug 20, 2014
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
Aug 17, 2014
Community Announcements - LadyAijou
Rolling a few tweaks for the mega patch! We’ll be hotfixing more this upcoming week.

-Consuming items is now done exclusively by right clicking from inventory, this corrects issue where people were getting stuck in the tutorial
-Adjusted energy for starter jetpack
-Adjusted energy for ferrosilicon jetpack
-Adjusted energy for aluminum jetpack
-Disabled tile edging and reduced lighting detail to see if this corrects the FPS hiccups some users are experiencing
-Adjusted schematics for Mark 1 and Mark 2 frames for better flow
-Increased protolife data cores to 45 points per consume
-Increased comet biome data cores to 55 points per consume
-Increased dungeon data from 150 to 250 points per consume
-Fixed an issue where vehicles were not spawning correctly, will now work once re-crafted
Community Announcements - LadyAijou
The wait is at an end! This patch is one of the biggest ever for Edge of Space, and we are so excited to bring more life to the world of Achoa! You will now be seeing the first iterations of our dynamic dungeons, outposts, and vehicles, along with a ton of quality of life gameplay enhancements, fixes, and changes. We did not force a wipe for this patch, but you will need to start a new world in order to get outposts in your world. Due to the sheer size of this patch, we know there will be bugs that got through the cracks. Please be sure to report using the in game ticketing system. We need your help to track down and hotfix any major bugs!


New Features:

-Dynamic Dungeons!!
1) Procedurally generated dungeons for a different experience each time!
2) Traps!
3) Levers, puzzles, and more! Find your way through the deadly rooms to find plenty of loot!
4) You must re-roll a new world to get access to outposts which you need to fine NAV data to get to the dungeons

-Outposts

-Vehicles!!
1) Raptor Mount
2) Load Lifter

-Zoom Function:
1) Screen Zoom Function
2) Aspect Ratio adjusted so all players see same number of rendered tiles regardless of resolution

-New Creatures:
1) Headhunters

-Craftable Consumables:
1) Protowine
2) Protospice

- Balance Changes:
1) Health increased to 1000
2) Energy across the board increased by a factor of 10
3) Creature health increased by a factor of 10
4) Most stat adjustors increased by a factor of 10
5) Weapon base damage in their procedural rolls increased by a factor of 10
(Please re-craft your weapons or make a new character to get these)

-Changes:

-Added “ferrosilicon” tier weapon and armor, between starter and aluminum
-Revamped toolbar
-Added Zoom feature, activated by using the left and right bracket keys [ ]
-Omegatron now uses the skiff system (no more crafted portal to him)
-Added more codex entries
-Added loot jars to spawn in dungeons
-Adjusted Enhancement Unlocked Sound
-Added Molten Armor to assault armor knowledge
-Implemented Molten Armor schematics
-Implemented Omegatron body parts
-Added schematics for Mark 1 and Mark 2 weapon frames
-Removed “connected” and “disconnected” messages when a player moved to and from tutorial, dungeon, etc
-Added Data Disk (150 research points) to dungeon loot
-Boosted broken data from 25 to 30 points
-Removed health bars at player’s feet, that would frequently linger
-Added new dungeon chest
-Clicking on unlocked schematics in enhancement unlocked list will now open the crafting menu
-Clicking on upgrades in the enhancement unlocked list will now open the enhancement menu
-Clicking on research in the enhancement unlocked list will now open the enhancement menu
-Clicking on the codex page added button will now open the most recent codex page
-Right clicking on gear/kits/pets in inventory will now equip the gear/kit/pet in the appropriate slot
-Right clicking on consumables in inventory will now consume the item
-Right clicking on tools and weapons in inventory will now equip them to the currently highlighted hot slot
-Right clicking on placeables and tiles in inventory will now equip them to the currently highlighted hot slot
-Shift + Right Clicking on stacks will now split the stack (it was right click before)
-Right clicking on items in gear slots puts them in your inventory unless it is full
-Right clicking on items in a chest put them in your inventory unless it is full
-Right clicking on items in your inventory, when a chest is open, puts them in the chest instead of on the toolbar, equipping them, etc
-Using consumables, whether on the toolbar or by right-clicking on them in inventory, no longer has a “casting time,” but instead has a cooldown time
-Added night/day transition
-Adjusted world generation parameters to be better for outposts
-Right clicking while holding an item with the mouse cursor will now empty the cursor (place item back in inventory)
-Ambient Occlusion added
-FireFox added to end of tutorial and Vet skip option
-Adjusted jump to allow players to vary their jump
-Moon now rises and sets on day/night transition
-Added tile edging for improved visual appearance of tiles
-Adjusted weapon projectiles for more precise movement and aiming



Fixes:

-Fixed an issue that caused avatar to flip back and forth when aiming up or down (still being tuned)
-Fixed an issue where the laser pick sound would persist if player switched to another hotslot while mining
-Fixed an issue where the gear items could be used to duplicate items in inventory
-Improved camera clamping
-Fixed an issue where the matter recombiner would let players combine dissimilar materials.
-Fixed dupe bug where you could drag gear to non-empty inventory slots
-Optimizations to frame rate
-Enhancements to lighting
-Added new render layers to improve visuals
-Corrected shadows to no longer render over the night sky, for dramatically better looking visuals
-Fixed an issue that allowed players to craft while using the same materials for different slots and without the proper number of materials
-Fixed an issue that allowed players to recombine materials of different types using the Matter Recombiner
-Fixed an issue where players could get items “stuck” to their avatar when picking up multiple items that will fill inventory leaving remaining items stuck to avatar
-Fixed the alignment of the projectile sprites with their collider
-Reduced time needed to consume data cores
-Fixed several cases where the jetpack sound or animation would continue playing after the jetpack was turned off
-Fixed an issue where jetpack sound would persist if the jetpack was removed during operation or client disconnects during operation
-Fixed an issue where resource allocation list would remain if client exits while in crafting menu
-Fixed an issue where jetpack animation would remain active even when energy was exhausted
-Fixed an issue where jetpack could still be used after the jetpack was removed
Aug 8, 2014
Community Announcements - LadyAijou
Hey ArkCoNauts!

Time for an update on the massive and very hype-worthy upcoming patch! The team has been working non-stop, jamming more and more into this one, and the patch notes are definitely showing that. Two weeks out, and we already have a scroll bar! There are so many changes, fixes, and additions - we won’t spoil the main event goodness, but we can tell you a little about what to expect.

Outside of the big headline features, the focus has been further polishing and fixes to quality-of-life type features. This means eliminating pesky bugs such as the spazzing character animations when you look straight up, implementing the real day/night transitions, continued improvements to the UI, and more. Paul has been working on further optimizations to CPU cost, increasing frame rate with stabilization, and smoothing the game out overall. This patch will begin to show the transition from solidifying the core, and making sure the basic gameplay mechanics are feeling good. A huge focus will be adding in more of the major features that players have been waiting for. From here, the game will lose that “skeleton” feeling, and start to be fleshed out in a variety of ways.

We know that one question people have on their minds currently is whether character and world wipes are coming with this one. On that note, while we do not currently know for certain, I do want to assure you that if that does appear to be needed closer to the time the patch launches, we will definitely announce ahead of time as much as we can to give you some warning. Should that be the case, please be aware that we would only do character/world wipes if we definitely feel that there is enough content coming to be worth the trouble. Keep those fingers crossed that we can pull off an update this size without a wipe!

In addition to the ongoing work on the patch, the team is gearing up to head out to PAX Prime at the end of the month. It’s always an exciting time, and we hope to meet many of our fans out there at the show! The big patch will be rolling right before they leave, so we will be counting on you guys to help pound out those bugs. We’ll want to hotfix any major ones before the guys leave, to be sure EoS is looking its best out there.

On the community side, I have been busy as well, planning some fun things for you guys. I will be announcing the dates as soon as they are locked in, but you can expect to see a couple of livestreams in the near future, as well as the return of our IRC Q&A with the team. Behind the scenes, I am working toward setting up the forum points store, the Halloween event, and more. No rest for the CM!

As always, thanks for reading, and we’ll see you next time for ArkCo News!
Community Announcements - LadyAijou
Hey ArkCoNauts! Just a smaller patch today to let Omegatron loose on you all, along with some fixes and our brand new user status UI!

New Features:

-New Health Bar
-New Energy Bar
-New Cryorod Count Bar
-New Exposure Meter Bar

Returning Creatures:

-Omegatron has been functionally revamped and is now active in game.


Fixes:

-Revamped item management
-Fixed an issue that caused phase and rifle ammo reserves to show 1000/1 and 1000/20 on multiplayer servers
-Fixed an issue that prevented players from dropping items in front of certain placeables
-Fixed an issue that would destroy items when placing them into hotslots with a full inventory while standing on additional items
-Fixed an issue that would cause additional CCC in inventory to be renamed when an already placed CCC is in hotslots
-Fixed an issue that allowed players to convert single items into stacks via the hotslots
-Fixed an issue where players would lose any items crafted while their inventory is full
-Fixed an issue where players would encounter a freeze when moving to the right edge of map
-Fixed an issue where players were able to generate materials via the crafting menu
-Fixed an issue where Jelly/Crab nests and Defense platforms timers were not showing up (new timer is on Task Tracker)
-Fixed an issue that caused a dedicated server console to require 2 clicks on the X to close the window
-Corrected an issue that caused a networking error loop when playing on servers
Community Announcements - LadyAijou
Hey guys! This one’s definitely a biggie, overflowing with plenty of bug fixes and improvements, and introducing the codex system. This will bring more of the game’s lore to life, and give you a chance to understand the alien world around you. Helpful how-to’s will also be added to the codex, giving you a handy reference in game for the more complicated systems. More of the missing critters return, along with a couple of new baddies to tackle!

New System: Codex!

-Implemented first run of codex system
-Added alert for when a player gains a new codex entry

New Creatures:

-Violet Jellies
-Orange Jellies
-Raptors

Returning Creatures:

-Re-added red jellies
-Re-added green jellies
-Re-added Mundo crabs

Doug Vs The Bugs:

-Fixed Laser Saw persistent sound
-Fixed an issue with the Refiner Menu remaining open in Single Player mode when player moves out of range of Refiner
-Fixed an issue that would cause a “Phantom” firefox to remain when a player leaves a server world or when entering alternate worlds (such as tutorials)
-Fixed an issue that caused arklight canisters to leave light behind after expiring
-Fixed an issue that caused Willer Worm light to remain after they are defeated
-Fixed an issue where a player could hear other player’s hot slot switching on servers
-Fixed an issue that caused Research Unlocks to display in doubles
-Fixed an issue that caused Tech Upgrades Notices to display in doubles
-Fixed an offset in the Tech Upgrades listing where the upgrade number was offset by +1
-Fixed an issue with infinite chest range in Single Player mode
-Fixed an issue with Energy Scanner overlay remaining until player exits map
-Fixed an issue preventing Energy Scanner overlay from pulsing
-Fixed an issue where Fabricator hopper would not update properly in Multiplayer
-Fixed an issue where the Radar Kit would not properly display when logging in
-Fixed an issue where a S.A.D. event would present “respawn at bound pod” even if player had no extra pods available
-Fixed a freeze issue that could occur in growth a few seconds after the game starts
-Fixed an issue where the player could receive a negative health regen rate
-Fixed an issue with the “Connect” menu not retaining servers
-Fixed an issue that prevented players from dropping items from chests
-Fixed an issue that prevented players from un-equipping gear to a chest
-Fixed an issue where players could craft the wrong item in the tutorial, and become stuck due to lack of resources to progress
-Fixed an issue where defense platforms could be destroyed by the players
-Fixed an issue causing plasma torches to not update on world entry
-Fixed an issue where tiles were being destroyed instead of damaged
-Fixed an issue that allows unlimited spawns of Holo Raptors in tutorial
-Fixed an issue that prevented ammo drops from going to ammo reserves


Other Changes:

-Added a new alert for completing objectives, to make it more clear if something has been finished
-Adjusted blue jelly behavior to improve it overall
-Updated sounds for laser pick and enhancement unlocks
-Added new Quick Menu UI to allow players to quickly see what keys open different menus.
-Moved energy scanner to the tutorial to allow players to use PIOS system earlier in the game (Thanks for your feedback, Selpar!)
-Improved drop rates for T2 chips and plasma hides
-Added plasma hide to loot table for raptors
-Adjusted starter jetpack to now increase max energy by 14 instead of 10. -Energy upgrade 1 reduced from 35 to 15 to balance energy from becoming overpowered too quickly (Thanks for the feedback, Jimbo!)
-Adjusted Ammo drop rates
-Adjusted Radar UI to make beacons more visible
-Blocked access to personal Black Hole during tutorial to prevent accidental item destruction
-Adjusted plasma hide cost for outlander slightly higher (balanced for increased drops)
-Moved Helix armor to enhancement system instead of tech upgrades (Thanks for your feedback, Hunter Este!)
-Temporarily disabled Omegatron key to avoid material waste before he is returned to the game
-Added comet tier research drops
-Adjusted health on defense platforms
-Jelly nests and defense platform events now function as intended
Jul 18, 2014
Community Announcements - LadyAijou
Hey ArkCoNauts!

This has been quite a week for us! We can’t thank everyone enough for the support during the Midweek Madness sale, and we’re so happy to have so many new players on board! Since so many new folks are here now, we wanted to take the time to give some insight into the current state of the game, and the development process going forward.

The first thing we’ve seen many new players post, is that there is too little content in the game. There is a definite reason for this, that being that the core systems are being re-coded in a far more efficient way. The first phase of this is nearly complete, the critter AI overhaul. We still have a few creatures getting finished up to be put back into the game, and then we will be progressively overhauling each area of the game, including UI, armor, weapons, housing, etc. “Why would you do this?” you ask. “It’s a serious time sink, and players feel bored with the game!” We certainly understand that, but let’s look again at the critters from the development standpoint. Prior to our rewrite, a single creature would take Jake around a week or more to fully design, code, and implement. In the new system, it has been reduced to maybe 1 or 2 days. This means that from here on out we can dump in more and more creatures at a significantly faster pace. This is the goal we’re going to be looking to achieve with every area of the game, so that by taking this time out now, we can churn out the content at a solid pace once these systems are in place.

Our veteran players are definitely familiar with how we work, implementing, testing, and then pulling back features that we are not happy with or that need to be greatly improved. The result of this is being able to take your feedback, pull back things that are not working for the players in terms of experience, and then putting things back into the game in a way that feels good to the players. Now that we have a second programmer, this will become much easier to do. That being said, it will take Doug some time to get into the game’s code, learn all of our systems, and bring himself up to speed with Jake and Paul. Once he gets there, the real fun will begin, and he’ll be able to really show what he’s made of. It’s not an overnight process, but we’re very confident in Doug and excited to have his help!

The game will be getting a patch this weekend, and then the patch timer on the game’s main menu page will be bumped to reflect the next patch in 4 weeks. (That one’s gonna be awesome!!) We’ll be rolling out another hefty round of bug fixes, and we want to encourage everyone, especially our new players, to keep sending those bug reports. It does matter, and it does help the game’s development, so even if you’re frustrated by an issue you encounter, you CAN be the one that helps get it fixed. We’re very grateful to be surrounded by a community that cares about the game, and is willing to take the time to share feedback.

Thanks for reading, and we’ll see you next time for ArkCo News! Stay awesome!
Community Announcements - LadyAijou
We are very pleased to announce that Handyman has completed the search for our new programmer! We can’t thank the community enough for the support that has enabled us to reach this point, you guys are the reason we’re here, and it’s your efforts that make this all possible. The unbelievable turnout, especially during the flash sale on Steam, finally put this long time goal within reach for us. Going forward, we can now have the benefit of 2 programmers working together, and it will definitely improve the quality of the game, as well as the speed at which we can tackle bugs and get fixes out. We will be able to make long needed improvements across the entire project, and this will be a huge plus!

Doug Goodall joins us from an outstanding background, having worked on titles such as Morrowind with Bethesda, and Fallen Earth along with Jake and Paul at Icarus. We couldn’t be happier to have his 13 years of experience to add to our growing family! I sat down with Doug to ask him what brought him to us. Here’s what he had to share:


For the last few years, I've been making casual games in Unity. It seems like no matter how many games I start, I never had "full time" work. I can do writing, design, programming, and (at least if you don't care about quality) audio. But that's not enough to do a game, so each of the projects I am working on require a few other people. I'm always excited when one of the artists sends me some new art, or I get a UI mock-up or a new design doc to implement. But in the last few months, it felt like I was spending almost all my time on a pie-in-the-sky RPG project (or marginally related hobbies, like world-building) instead of any of the smaller games that might be released someday. I was getting depressed and frustrated by the lack of visible progress. So when I saw that Paul was looking for a C# programmer, I asked him about the position. Apparently I did well enough at the small contract job to get a full-time job with Handyman. I worked with Jake and Paul on a small side project when we worked together with Icarus, so I knew I could work with them and that I would never be bored or feel like I had nothing to do.”


We hope the community will give Doug a warm ArkCo welcome, and you can look forward to seeing his handywork in the game soon!
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