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 firstname.lastname@example.org 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!
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
The entire text written for this announcement can't fit in the text box, so I'll keep it short. The change list is below.
The announced price change is left to Steam to apply at their own convenience, but we felt it would be unfair to keep you ladies and gents waiting on the update any longer than necessary.
LIST OF CHANGES
FIXED: Several bugs on the Fleet->Equipment panel. Proper quantity is now shown.
FIXED: Energy shield indicator on the Context menu.
FIXED: A big where player couldn't initiate Power to Engines after demolishing a grappled ship
FIXED: Several scripting errors that could cause adverse effects
FIXED: Heavy weapons ammo indicator is now properly refreshed on the Drydock->Systems panel
FIXED: Troopers are now properly transferred to the new ship when transferring command to a ship from the Garage
FIXED: Brightness setting can now be properly adjusted
FIXED: Several bugs in the current trading mechanics
ADDED: Reputation panel so players can have an overview of their standing with the 50+ game factions
ADDED: Perks panel so you can spend your hard earned Perk points on the available passive bonuses. A Perk point is gained every time you gain in Rank. Retroactive perk points are awarded to those of you who have already gained Ranks.
ADDED: You can now hire up to 3 officers (Navigation, Tactical, Engineering) that provide passive bonuses for as long as they are on your ship. Officers are available on the Station->Hiring panel.
ADDED: You can now loot captured ships in space.
ADDED: A couple of new ambients.
ADDED: Quick target info - when you first target an object, a small representation of the object appears so players can almost instantly see what the target is exactly and its status (community requested)
We have some bad news ladies and gents. The big update that has been announced for today, November 19th unfortunately has to be postponed slightly. We were working throughout the day to get everything working properly, but unfortunately not enough progress was made.
The update is completed, compiled and uploaded for final testing, but an unexpected problem occurred with Steam wrapper applied to every game. Versions of the wrapper have been switched and as a result our prepared .exe file cannot be initiated. We're working with Steam guys on this issue as fast as possible, but decided to delay the update for (probably) 1 day until we resolve this issue together with Steam. Price will naturally also remain intact until the update is live. It was planned to go together and it will remain so.
Problem of this nature really isn't something we could anticipate, but we sincerely apologize for the delay nonetheless. If the update went live without the correct wrapper, the game would definitely stop working for everybody and we definitely have to avoid that ;).
„Steamers“ are on it and the announced update will go live, as we are assured, tomorrow.
We were anxious to deliver the update to you all, but I’m afraid it won’t be today. Please accept the apologies from all of us here at LGM. We thank you for your immense patience and hope to get the update to you tomorrow.
If you have been involved with the ongoing development of Starpoint Gemini 2 from the start, you will have noticed the continuous additions to the game since the EA launch, not in the least thanks to your feedback!
We expect another big update with the following highlighted enhancements on 19 November:
Added quick target info - when you first target an object, a small representation of the object appears so players can almost instantly see what the target is exactly and its status (community requested)
Added reputation panel so players can have an overview of their standing with the 50+ game factions
Added Fleet->Systems panel
Added Fleet->Officers panel so players can see their hired officers, their bonuses and salaries
Added Station->Officers panel so players can hire new officers
Added Perks panel
Added the ability to purchase new ships and store them directly from the Shipyard into the Garage
Added Bounty board to the Starchart where players can look over the different „heroes“ they can hunt down for a reward
Added pre-rendered intro movie for the campaign
Added Loot panel for captured ships
As you can notice, there are quite a few features suggested by the community. We appreciate your extensive feedback, and thank You for helping us shape this game. There is more work to be done, but with your continuos support, Starpoint Gemini 2 can in the end surpass its own original design. Just like it was meant to be when Early Access program was initiated!
This update will be paired with a price increase to $ 22,99, while we’re steadily moving closer to Beta and Final Launch of the game next year.
We will continue to offer Starpoint Gemini 1 for free so this remains a great offer; be sure to order at the current pricepoint while you can though.
v0.5018, November 5, 2013
Another update is ready to go. The main focus of this update is the Garage. As requested by you ladies and gents, the garage allows you to store up to five ships so you can freely switch between them on the smallest of whims ;).
Implementing the garage made progress in other fields a touch slower than anticipated, but we feel it was well worth it. The next update will bring quite a bit more to the table as we plan on fully activating Perks and the Reputation overview among other things.
LIST OF CHANGES
FIXED: Several scripting errors that could cause memory leaks and crashes.
FIXED: Several script function errors that prevented accessing database tables from scripts.
FIXED: A bug where an energy beam weapon effect was left "hanging" if a ship firing the weapons was destroyed.
FIXED: AI bug where a Trader ship didn't respond to attacks.
FIXED: Ship prices on station and planets are now proper values from station/planet parameters, instead of default database values.
FIXED: Objects can no longer be targeted by clicking on them through the context menu.
FIXED: A crash that occurred when scrolling to the last commodity on the list after destroying a commodity in your Cargo hold.
You can store up to 5 ships in your "garage".
The garage can be accessed on any station and you can freely switch between ships.
Currently you can only store captured ships in the garage, but the next update should make it possible to store newly purchased ships as well.
ADDED: Grappling ships is now possible. Visual effect included. Required for towing captured ships to stations/planets.
ADDED: Hiring panel on stations/planets. Here you can hire Troopers. Hiring Officers (on the same panel) is not yet possible, but it is planned for the next update.
v0.5017, October 22, 2013
After a one-day delay, SG2 goes up to version v0.5017 and bringing with it several new types of Freelance missions, some changes and additions to the GUI (this is for starters since more changes and additions will be made in the following updates). Naturally, some bug fixes are also in the mix. You'll also be able to notice bridge officer voice alerts. This is only the first portion of the alerts and we plan to introduce VO for other situations.
A quick heads-up for what is coming next...
The next update will be larger and should encompass more gameplay elements, skills, voice-overs and GUI improvements, but that also means it will take more time to make it all fit well. Our plan is to release the next update in about two weeks time. Of course if anything out-of-the-ordinary comes up, we'll address the issue as soon as possible with a quickfix.
Hope you like how SG2 is progressing. We're looking forward to hearing your thoughts and suggestions :).
LIST OF CHANGES
FIXED: A bug where a Remote mining facility in Directorate territory wasn't activated properly
FIXED: Removed a particle that was left "hanging" on one of the satellite models
FIXED: Masada station now has visible shields
FIXED: Ships no longer have a fixed amount of Troopers. The new starting trooper count for AI ships can no longer go beyond the ship's maximum trooper capacity.
FIXED: A bug that caused a crash when the player bought all items in the Systems tab of the Drydock panel
FIXED: Several region definition errors that could cause a memory leak and game crash
FIXED: Several scripting errors that could cause a memory leak and game crash
FIXED: One of the satellite's OnActivate and OnDeactivate scripts
FIXED: Test side mission can no longer be started
FIXED: A game crash bug that occurred when a ship exploded before heavy weapon projectiles actually reached the target
FIXED: The Starchart no longer opens up when selecting "Demolish" option on a captured ship's Context menu
ADDED: New OnDestroy visual effects for different asteroids. These will be further refined and updated in future patches.
ADDED: Planet Corrion background image and save screenshot
ADDED: Destroy button for commodities
ADDED: Repair visual effect. More work remains on it, but this is the basic "model"
ADDED: Maintenance Freelance missions with accompanying structure activation and deactivation scripts
ADDED: Ferry Freelance mission with accompanying quest items
ADDED: Taxi Freelance mission with accompanying quest items
ADDED: Rescue Freelance mission
ADDED: Waypoints can now be targeted to view distance and use GoTo command from the Context menu
ADDED: Aethera nebula as proof of concept and used for testing
ADDED: Asteroids can be fired upon and destroyed by heavy weapons
ADDED: Bridge officer voice alerts and infos. Only first batch as proof of concept and used for testing(!)
v0.5016, October 14, 2013
Version v0.5016 is up and running. The invincible ships are now fixed. This update is smaller than previous updates, as you might have noticed by the change list posted below.
We've done a lot more work (on skills, enhancements, HUD, Freelance missions), but that is not yet ready for release.
We'll bring more in the next update planned for Monday (October 21). That should bring quite a bit more ;).
You already know the drill. If the game doesn't update automatically, please restart Steam client :).
LIST OF CHANGES
FIXED: A bug where a planet model would "follow" you through a T-Gate jump
FIXED: You can no longer fly into a planet when in Power to engines mode
FIXED: Firing weapons is now deactivated as intended in Power to engines, even if you started charging PTE while firing weapons
FIXED: Player Reputation is now limited to +/- 2500 as intended. This bug could cause hostile objects to appear as friendly.
FIXED: Several scripting errors that could cause memory leaks and crashes
FIXED: A bug that caused god mode on AI ships
FIXED: A bug where the sykbox wouldn't switch to a new one if the player was inside a nebula when entering a new skybox region
FIXED: Double objectives no longer appear while on Patrol Freelance mission
ADDED: When a mission is completed, a special panel now opens up to show rewards
ADDED: A small radar alert (ping when enemies enter your sensor radius
ADDED: Individual asteroids can now be targeted to view their hitpoints. Hitpoints depend on asteroid size.
ADDED: Two more Relay satellite models for more variation
ADDED: Structures now have a default Active and a Deactivated states which will serve as a basis for Maintenance Freelance missions
UPDATED: Reflectors on Mining facilities now use better materials
UPDATED: Increased waypoint radius and improved mission waypoint layout on Patrol Freelance mission
UPDATED: Using the Jettison cargo button on more than 1 commodity in stack now opens up a small panel to set the amount to jettison