Community Announcements - danielstakhovskiy
Hi Everyone,

We released small update to fix most important issues which caused server instability since the last major update. Here is the list:

    * Fixed alien interceptions* Fixed multiple AI behaviour bugs* Fixed disappearing encounters* Optimized overal server performance* Optimized AI logic performance* Multiple smaller fixes
Community Announcements - danielstakhovskiy
Good news Everyone!

We worked hard to release new update before the New Year! You'll find many changes and improvements.

New relation system
Relations do not depend on system color anymore.
There're 4 relation kinds:
  • Blue - friends (members of your party)
  • Green - allies (members or your cartel or faction)
  • Red - enemies of yours, of your faction (see reputation system), of everyone (hostile NPCs)
  • Orange - neutrals - all the rest
When you damage another ship, you become his enemy. You stay his enemy unless you die or he logs out.

New reputation system
Previous repupation system was very limiting and incomplete. New system will allow us to implement new pirate gameplay and more interesting missions.
  • Player has 4 independent reputation values for three main factions and pirates
  • Reputation value can infinitely grow positively and negatively.
  • Player loses reputation for killing ships belonging to the respective faction.
  • Player gains reputation for completing missions provided by the respective faction.
  • Player needs positive reputation to dock to the station belonging to the faction.
  • Player needs 1000 reputation to join the faction.
  • If player's faction reputation is less than -500, he becomes the enemy of the faction.
  • Player gets discount (0..50%) for repair, reload and refuel on stations based on his faction reputation.
  • ID change in plastic surgery clinic resets reputation values

Missions difficulty
We added difficulty levels to missions, so you can choose if you you want to risk or not. Reward also depends on mission difficulty now.
  • Green - easy
  • Yellow - medium
  • Red - hard

New system color scheme
Star system color now displays danger level instead of faction ownership (color coding is similar to missions: green-yellow-red). System danger level affects random encounters and other NPC activities.

AI improvements
AI become more flexible and smart. Different NPCs has different behaviour.
For example, traders will try to avoid combat and prefer to run away, but bodyguards will do opposite. Also there are more NPCs in systems - they are doing their own business.

New tutorials/story
Tutorials reworked and improved. We added more tutorials to help new players, same time introducing game story (tutorial missions is a starting point of the game story line). Next update will add first episode of the story itself.

Bug fixes
We have fixed many bugs, so current version should be more stable. Please let us know if you'll find any new issues.

Thank you for being with us and for all your help and feedback! We wish you Happy New Year!

Entropy Team

http://steamcommunity.com/sharedfiles/filedetails/?id=588481565
Community Announcements - danielstakhovskiy
Hi Everyone,

We just released small update which fixes some problems found in the latest live version. Changes affects only game server, so you do not need to download anything.

Besides ocasional server crashes and numerous minor bugs, we fixed missing blueprints and components for ship crafting. Search in loot, especially remains of alien ships.

Please let us know if you'll find any other bugs. Thank you.
Community Announcements - danielstakhovskiy
Good News Everyone!

We’ve just uploaded a new Live update. This is the first public announcement since the start of the game refactoring. The Entropy team have worked hard to make this happen. This is not the final release, but we are moving forwards, and we really appreciate all help and support provided by you.

Update Summary
We have made significant changes in the game during the last 7 months, including a new economy system, crafting, reworked the user interface, weapons, ships, stations, missions and random encounters. There are many smaller changes which we will not cover here, but you will find that the game is very different.

Ease of use
We are continuously improving the user interface to make it easier to understand and use, with more shortcuts and better focus on the most common actions.

Tactical combat
We want to make combat more tactical, and at the same time make it easier to manage things. There are many new ships and weapons, with different roles and progression. This work is still in progress.

More stations
There are many new types of stations, and more than one per system.
  • Refuel Stations. You can refuel your ship at special stations now.
  • Industrial station (crafting only)
  • Shipyard station (ship crafting/buying)
  • Bar station. A place where a space pilot can drink a pint of beer and relax. Here you can also check market prices on different stations, talk to people if you want to know more about the universe, or get missions.
  • Adult bar station. For those who want more extreme entertainment (hot dancers and gambling) or to secure an illegal mission.
  • Plastic surgery station. Here everyone can change their appearance.
http://steamcommunity.com/sharedfiles/filedetails/?id=463173729

More ships
Ships and related items are a very important part of the game and there are many sensitive things here. We really want to change it towards a better differentiation (well defined classes) and more variations, with a strong focus on progression. There are 50+ ships in the game at present, (some reuse the same visuals for now), including a whole new class named URSA.
http://steamcommunity.com/sharedfiles/filedetails/?id=463175518

Pirates
We’ve added NPC pirates who can intercept you whilst you are in fast travel.
http://steamcommunity.com/sharedfiles/filedetails/?id=473781668

Aliens
Watch out when jumping through gates to another system, aliens can intercept you. If you are intercepted, try to escape hyperspace, but don't think it will be easy! Use all available engine power to leave the aliens behind, or give them a fight and gather some alien loot. Just try to stay alive!
http://steamcommunity.com/sharedfiles/filedetails/?id=530265146
http://steamcommunity.com/sharedfiles/filedetails/?id=473618526
http://steamcommunity.com/sharedfiles/filedetails/?id=473611940

Missions
Space is not so empty now. Micro sector systems will generate random missions for you during fast travel. There are different mission types available, and more will be added.

New abilities system
Chip modules were removed and replaced by Consumable modules. Now you have to buy consumables to use special abilities. Also, each ship has one special ability (non consumable) which can be used at any time.

Refactored economy
  • Now each station in a system has its own market.
  • Station NPCs markets work like a Holland auction (the price of the item is goes down in time, but after purchase, the price will go up again)
  • Market rebalanced (each station sells a limited number of goods)
  • Stations now consume items, stations now can buy items that players sell.
  • Ships can be purchased on "Shipyard" stations only.
  • Ships can be crafted using blueprints.
  • The Tax Policy has been refactored.

New Crafting System
The previous crafting system failed because of its own complexity. There is no more complex or long crafting. The new system is clear and easy to use. This is still a work in progress, and many things will be added in next updates.
  • Blueprints (loot or buy in the market)
  • Crafting is possible on Industrial stations only.
  • Craft unique goods and sell it in the market, or use them to improve your ship.
  • Craft consumable modules and use them in combat.
  • Craft ships.
http://steamcommunity.com/sharedfiles/filedetails/?id=530270183

NPC Ships
Now you can see NPCs flying around. There are different types of NPCs.
  • Trade convoys.
  • Patrols guarding gates and stations.
  • Pirates.
  • Miners.

We sincerely hope that you will like the direction the development is taking, and will enjoy playing Entropy. Your feedback is valuable and we really would like to know your opinion.
Community Announcements - Bridger
SYSTEM TRAVEL & NAVIGATION
  • Colliding with a solid object (like an asteroid, Station or Void Gate) while using Void Warp will now destroy your ship, as if you had been defeated in combat
  • Added new Self Destruct button to upper-right of main HUD - clicking this will activate your ship's emergency self-destruct, which can be used to return to a Station if your ship becomes (or is already) 'stuck' somewhere in a star system
  • Added new Locations button to upper-right of main HUD - clicking this will open a list of all the Void Gates and Stations in the current star system
  • Clicking on a Void Gate or Station in the Locations list will select it as your current target
  • Note that encounter areas are not shown in this initial version of the Locations list
  • When a route is selected via the Galaxy Map, the next Void Gate in the route will be coloured blue on the HUD, and if it is not in view, a blue arrow at the edge of the targeting reticule will point towards it

GUI
  • It is now possible to select and load munitions for weapons while docked at a Station - right-click on an installed weapon module in the Inventory window and select the 'Charge' option to select from the available munitions
  • Improved display of text after resizing a GUI window
  • The 'Warehouse' section has been removed from the Inventory window when opened on the HUD - in order to access your Warehouse at a Station, you must dock at the Station

FACTION CONFLICT
  • Station emplacements will no longer attack players contracted with rival megacorps unless the star system is in crisis
  • Stations and Station emplacements are now immune from harm unless the star system is in crisis
  • Tension tooltips should now display the correct megacorps, according to the star system

BUG FIXES
  • Fixed an issue that could cause a new Pilot to have no ship after the tutorial mission
  • Derelicts should now be visible, allowing them to be salvaged (although note that the contents of derelicts are due to be updated when Manufacturing is added in a future update)
  • Fixed some issues with Derelicts and salvaging
  • It should no longer be possible to continue to pay for repairs once all Faults have been repaired
  • Depleted resource asteroids should now despawn correctly
  • Fixed a bug with visual effects from mining beams, salvage beams and laser weapons
  • Loot windows can now be re-opened if closed before all loot is collected
  • Fixed some issues with character avatars on the character selection screen
  • Fixed display of Tension bars on Galaxy Map
  • Fixed an error when docking with a Station while flying a shuttle
  • Fixed some issues with consumable items
  • Fixed an error when viewing info on another player
  • The trading post in Barrum's Fall should no longer generate delivery missions to itself
  • Fixed some issues with slider bars in GUI windows
  • Fixed some issues with entering a Void Gate with warp engaged
  • Fixed a crash associated with clicking on the Speartech R7 railgun
  • Fixed some issues with Cartel invites
Community Announcements - Bridger
Welcome to Entropy's second Major Feature Update! Brave New World is the biggest update to Entropy since the beginning of our Early Access phase, and includes many major changes to the game:

HIGHLIGHTS
  • New Travel System - System Map travel has been removed, and all travel now occurs in full 3D via the new Void Warp system
  • New Game World - to accomodate the new travel mechanics, the game world has been completely revised and rebuilt from the ground up
  • Revised Goods Economy - paving the way for the crafting system and a more player-driven economy
  • Processing - the first stage of the crafting system allows players to process Resources mined from asteroids into Materials
  • GUI Revisions - many additions and improvements to both the station GUI and ship HUD

The full release notes won't fit here, so please be sure to check the forum post for full details!
Community Announcements - Bridger
We're pleased to announce that Entropy will be having a Free Weekend on Steam this weekend, 26 and 27 July. This offer will be available via Entropy's Store page soon.

If you or anyone you know have been wanting to give the game a try, this is the perfect opportunity, so please be sure to let your gaming friends know.

If you already have the game, we expect the servers to be busier than usual, and there will no doubt be lots of opportunities to help out new players, if you're so inclined.

We're still hard at work on the new 3D travel system and the crafting system. Unfortunately, neither are ready for testing yet, but we wanted to make sure that anyone interested in the game knows that they're on the way in the not-too-distant future.

Thanks,

Your Entropy Development Team
Community Announcements - Bridger
HIGHLIGHTS
  • Abilities - six new abilities and a new type of consumable drone have been added, and many abilities have received updated visual effects
  • GUI - many new and improved features, including trade and combat logs, friends list, chat improvements and a visual update for the HUD
  • Containers - create a temporary container in space that can be used in various ways, including for trading items and Credits between players
  • Targeting - it's now easier to manually select targets (default hotkey [R]) and the range at which 'select nearest hostile' and 'select nearest friendly' will function has been increased

Once again we're afraid the full notes are too long to be posted here - please see the forums for the full release notes.

Thanks!
Community Announcements - Bridger
HIGHLIGHTS
  • New player experience - tutorial improvements and new Pilot Manual to teach you the basics
  • 3D gameplay - revised and expanded Sectors to explore
  • CODE Power Management - revised CODE system and GUI makes it easier to adjust your ship's performance on the fly
  • Faults - ships and modules can now develop problems and system failures through damage and defeat
  • Plus many bug fixes, improvements and balance adjustments!

Please see the Entropy forums for the full release notes - they were too big to fit in an announcement!
Community Announcements - Bridger
HIGHLIGHTS
  • Nova - wager on your PvP skills in a new gladiatorial combat sport
  • Shuttles - hire a ship to move between Stations where you have ships hangared
  • System Map - movement improvements and new optional camera mode
  • Fuel Depots - automated refueling installations added to some wilderness systems

NOVA
  • Nova is a gladiatorial ship combat sport that, while of dubious legality, is quickly growing in popularity across the Confederation
  • Nova matches pit up to five ships against each other in a 'free for all' duel - the last ship left in the match Sector wins
  • Each participant pays an entrance fee to take part in a Nova match, and the winner receives a large share of the total entrance fees from all participants, with the second and third place ships receiving significantly smaller shares
  • Nova Sectors with 10,000 Cr, 50,000 Cr and 100,000 Cr entrance fees can be found in Arenev, near to the Station Sector
  • Attempting to enter a Nova Sector will open a confirmation window for the entrance fee
  • Paying the fee will place you in the Nova Sector
  • Once at least two players have entered a Nova Sector, the match will start in 1 minute
  • Once five players (the maximum) have have entered a Nova Sector, the match will start in 10 seconds
  • Ships are free to move around the Nova Sector while waiting for a match to start, but all ships are considered 'neutral' to each other
  • When a match starts, all ships are immediately considered 'hostile' to each other
  • Ships are 'knocked out' of a Nova match when they are defeated or leave the match Sector (by flying through the Sector boundary)
  • Leaving a Nova Sector before the match start timer begins (when you are the only person in the Sector) will cancel the match and refund the entrance fee
  • Leaving a Nova Sector once the match start timer begins (once two or more players have entered) will forfeit the entrance fee

SHUTTLES
  • Shuttles are light starships (typically refitted Augers made obsolete by the Auger REV2) that can be hired to move between Stations where a character has ships hangared
  • It is now possible to hire Shuttles at all Stations, via a new icon on the Station interface
  • A shuttle can only be hired if a character has at least one ship hangared at a different Station
  • Shuttles can use Void Gates (they do not require fuel) and enter Station Sectors. They cannot enter other types of Sector, and can only dock at a Station where the character has at least one ship hangared
  • Shuttles are unarmed, have no Cargo, Secure Cargo, Passenger or Module Capacity, and no Ability Slots
  • Shuttles will generally be ignored by NPCs, but can be intercepted and attacked by other players, according to the normal PvP rules
  • Docking at a Station or being defeated ends a Shuttle hire (if defeated while piloting a Shuttle, a character will respawn at the Station where the Shuttle was hired)

SYSTEM MAP
  • Maximum speed on the System Map has been increased for all ships
  • Maximum turn rate on the System Map has been increased for all ships
  • Inertial compensation is now correctly applied while on the System Map, preventing ships from 'sliding' as much when changing direction
  • Sensor Radius and Signature Radius on the System Map have been increased for all ships, in order to compensate for the higher movement speeds
  • The default zoom level on the System Map has been reduced
  • The zoom level selected by the player on the System Map (default bindings [PgUp] and [PgDn]) should now be persistent
  • A new optional System Map 'chase' camera mode has been added and can be enabled via the Options window
  • In chase mode the System Map camera defaults to a position above and behind your ship, and the camera can be rotated to look around by left-click and dragging (when LMB is released, the camera will automatically swing back to the 'chase' position)
  • The previous two-part animation when using a Void Gate on the System Map has been removed and replaced with a much shorter sequence
  • The positions of Void Gates in all star systems has been revised - all Gates should now be located on the outer edges of star systems, and their positions should better reflect the layout of the Region Map

FUEL DEPOTS
  • Automated Fuel Depots have been added to System X-279, System D-949, System X-319, System H-159, System Q-383 and System N-260
  • Fuel Depots are automated installations that offer Refined Fuel at a premium rate
  • Fuel Depots are located in their own Sectors - like normal Station Sectors, these Sectors are 'safe zones' where no PvP is allowed
  • Entering a Fuel Depot Sector and approaching the Fuel Depot will automatically open a pop-up window where Refined Fuel can be purchased

FACTION CONFLICT
  • The bonuses that Station defences receive from Heat Exchangers (improved turret firing rates), Capacitors (improved shield regeneration) and Drone Bays (improved repair rates) have been increased - it should now be significantly harder to cripple a Station without first disabling these emplacements
  • The 24 hour period of 'martial law' following a Crisis in a Frontier star system (during which no Tension can be earned in the system), should now be indicated on the Region Map, System and Sector HUDs and Station GUI
  • News stories have been added for when a megacorporation increases the Tension in a frontier system to 50% and 75% of the amount required to trigger a Crisis
...