Dec 7, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

After months of hard work, we are now happy to announce that we will be pushing our Beta Version 2 build to the main steam branch!

What this means?

For anyone who hasn't been playing the BETA branch of the game, you will now be required to download the new version of JCB Pioneer: Mars. Unfortunately, due to the nature of our restructuring and rebuilding of the game, you will be forced to lose any and all progress that you have gained up to this point and will need to restart the game from the very beginning. We apologise for any inconvenience but are assured that you will find the new version plays better than the original.

For any who have been playing the BETA branch, you will need to swap back to the main branch of the game from now on as we will not be pushing any further updates to the BETA branch.

Here's a link to the updates/bugs fixes made to Version 2.0 of the game:
Version 2.0 Updates and Bug Fixes


Going Ahead
There is still plenty of balancing, bug fixes, more content (Research and Workers) that we are still progressing with and will soon be able to give you an update on those very soon.

As a final reminder, any issues with the Version 2 build please now use the main Bug & Issue Reports subforum.


We thank you for your patience and thank you for reading

Atomicom Team
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

We'd like to announce to you all that we've now made the Beta test build for Version 2.0 publicly available to everyone who has purchased the game.

Please bear in mind it is the test build for Version 2 and we'd like your help in finding issues and bugs with the build, and possible balancing issues. Issues fixed will be applied to the test build as soon as possible.

If you'd like to help, any issues you've found with the new build can be reported to this Version 2/0 BETA Test -Bugs & Issues Reports thread.

We sincerely thank you all for your support.

Atomicom
Aug 28, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

VERSION 2.0 BETA TEST CHANGE/UPDATE NOTES

Some of you are already aware, but we now have the Beta build of version 2.0 available to test. Over the last week, we've been adding those who've asked to be part of the Beta testing and will be doing so for those who've yet to be added but have signed up for it. We already thank most of you for your feedback and on-going support you have given us.

We're planning to make the beta test build available for everyone soon and after that make Version 2.0 the official version.
As requested and promised we're providing update/change notes that have been made for Version 2.0. We appreciate your patience in waiting for these notes as we collate the changes and tick off which changes are available for testing in the beta test build.

As a quick reminder for those who have been testing the build if you have any issues please use the Version 2/0 BETA Test -Bugs & Issues Reports thread, where we are continuing to make announcements and give information regarding the BETA and any mini updates that we make.

Version 2.0 Changes

  • GENERAL GAME PERFORMANCE IMPROVEMENTS - We've improved, fixed and implemented new and vast amounts of code throughout the game; improving optimisation, fixing bugs and general issues, the game will now have a faster framerate and shorter loading times.

  • VEHICLE PHYSICS UPDATE – Underlying physics implementation for the vehicles have been changed and updated. Wheels on the vehicle should feel “round” and respond to the terrain correctly.
    • Pitspade has had a wheelbase changed to make it easier to drive and control. (Currently not available yet for the beta test, we're holding back this vehicle to test the new wheelbase)
    • Also with the general performance updates to the game we can add more physics objects in the world. Items that the player/vehicle drops will physically be interactable in the game world. We're planning on adding more of these in the future such as fully destructable objects in the game world.

  • SAVE SYSTEM AND MANAGEMENT - Improved flexibility of the save system and management, allowing you to save/load anywhere depending on the difficulty.

  • GENERAL GAME DAMAGE – Changed and updated the damage applied to various objects in the game.
    • The player now receives fall damage. On large impact velocities, the player will actually crumple to the ground. (Ragdoll state)

  • NEW TOOLS MENU – Added a pop-up menu to the game to manage new tools in the game. This is where the Repair Gun is stored and subsequent tools/guns available to the player. Tools menu is toggled with the default “C” key, and your tools/guns can be equipped/unequipped from this menu.
    • New Hand-mining tool available as a craftable item. Blueprint of this gun is currently made available at the Crafting Station in the Hab right now but will be unlockable by a mission on later updates.

  • GUN AMMO CHANGE – Guns such as the Repair gun and the new Hand-Mining gun has been updated to use ammo automatically from your inventory. Each ammo has a certain charge until it's expended.

  • UI UPDATES AND IMPROVEMENTS – A large chunk of the UI has been updated and improved with better readability, access and ease of use. This has been done for every UI screen that the players will come across. The importance was to minimise the amount of UI on the main game screen while retaining its use and improving the interaction between the player and the game.
    • In-game menu is now a separate menu screen (accessible via the default “R” key) where you can access the map and in-game related information such as log files, research, and accept missions from the Trade Post.
    • Options menu is now a separate menu screen (accessible via the default “Escape” key) where you have access to Save/Load and the game options screen.
    • Added some minor updates to the map screen, and relaxed some of the movement constraints that existed in the previous version.

  • UPDATED MODEL DETAILS – A number of building models have been updated and have had their details increased.

  • DIG ANYWHERE – Vehicle digging arm tool can be used anywhere in the game other than the resource pools. Currently, the world is being updated to allow areas to have resources available to dig so that digging on ice or on muddy areas will give other resources. This also applies to the Mining Gun. Right now only Scraps are given.

  • COLONY PLAN VIEWER – A number of updates made to the CPV including how you connect buildings together.

  • SERVER/CLIENT ERRORS - We have removed the Server and Client architecture of the game, players should see a dramatic reduction of client/server errors that force the game to close.

Thank you.

Atomicom Team.
Aug 13, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

We have a very quick announcement. We have Version 2 ready in our test branch right now and we would like to inform you that if you are still interested in getting involved and helping us test out Version 2 there is still time to join in.

Post your reply here if you would like to receive access.

Thank you,
Atomicom Team.
Jul 18, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

Here’s the next update on our progress.
  • Fixed a few bugs with our new UI and building information panels.
    Added in new assets for our new levels and underground cave systems. We are now beginning to build these internal levels.
  • Improvements to the Dropship; how it handles and delivers purchased vehicles and their garages, as well as transporting vehicles across the game map.
  • Fixes to the vehicle garage terminal, with new displays for the vehicle and handling when a vehicle enters its respective garage.
  • Changes to the UI screen when purchasing, managing and making any changes to your suit(s). With better feedback on active suits and when you are changing between them.
  • Applying new sound ambient noises; when the player is moving in an out of the HAB, when the game is loading and more specifically in regards to the hazards.
  • The team have also been making small fixes here and there regarding any bugs we are coming across at this stage.



Featured: A small area in one of our new levels. We will be announcing further details in the future as to what we have planned for this additional content.



Asking about access to the test build?
After seeing a query about having a test branch link on the discussion board, we thought it would be best to address it here.
As it stands right now, our current build is not suitable for testing on a larger scale, hence why we’ve taken your names in a previous announcement post and have said that we will announce further details in the future. If we were to release a test build at this stage we may ultimately be inundated with players telling us that certain features and content don’t work or isn’t present (which we will be aware of already because they are currently uncompleted) additionally we will then have to commit one member of our team to take time to write up test scripts, keep them updated with the new builds and manage the larger testing base.

At this current stage of our Version 2.0 we are still waiting on a few pieces of content, such as:
  • New UI for some of our existing systems.
  • The implementation of the missions, old and new, with some major changes to how these missions are being handled and a larger quantity with more diversity on how they are completed.
  • Making changes to the distribution of resources across the game map, as well as quantities to affirm that there are enough for players to utilise effectively.
  • Balancing, especially in regards to the research system, upgrades and workers.
  • And anything additional that still remains from the old version of the game.

All of these we feel should be in the game before we release a test branch, that way we can really utilise the benefit you players will give us immediately without having to go through a grey patch where we are still in a stage of old version, new version content. We hope you understand.


Thank you for reading.

Atomicom Team.
Jul 2, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

Here’s the next update on our progress.
  • Improved displays when looking at the buildings in your colony which highlights their health, efficiency and storage details.
  • Better logic when handling setting way points and deleting them in the map.
  • The new save/load system will now allow you to access saves from multiple profiles in the main menu. And when in game you can access the saves related to the profile you are currently playing. There will be a limit to the number of saves in the future which we will mention when it is implemented.
  • A new, cleaner Pause Screen.
  • Adding audio effects for the tools and vehicles.
  • Working on our new explorable cavern systems. We’ll provide further details and inside views at a later point.

Testing Version 2.0
For those of you who commented to be involved as a tester for our Version 2.0. Thank you. Once we’ve secured a version 2.0 build that we are happy to let you play test we will let you know and give out further details into what we need from you guys when you get your hands on it.

For now, we’re still open for interested players to offer their help. If you want to help us and be a tester for Version 2.0 then follow this link and let us know in the comments section.

Thank you for reading.

Atomicom Team.
Jun 18, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

Here’s the next update on our progress.
  • Adding in new missions, with planned rewards and better signage of those rewards.
  • Improvements to the player rank level, with new icons and rewards for when players reach certain ranks.
  • Updates to the UI to handle the various rewards players will achieve during gameplay.
  • A new and improved map system.
  • Visual feedback tweaks to when upgrading buildings through the tech tree.

One of the new tools that will be made available in game, we're calling it the "Gravity Gun"


Additionally, for any who have been able to find the numerous blocked cave entrances, we are working on building explorable cavern systems that will be accessible through those entrances. Complete with their own mechanics and new hand tools which you will have access to on our V2 release. We have been working hard to try and expand the world giving you more chances to experience and explore, gain rewards and face the challenges of Mars.


Next Build
As for our next update patch we are still testing the latest build and will be constantly making new versions for our testers over the next few weeks while we add new features and data.

Interesting in testing Version 2.0?
We're looking for interested players who would like to try out our Version 2.0 Update before it goes live. If you would like to be involved please let us know in the comments section here.


Thank you for reading.

Atomicom Team.
Jun 4, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,
Here’s an update on our progress:

  • We're making changes into improving player feedback; showing player upgrades and stats within the journal.
  • Creating new buildings assets.
  • Improved the Trade post shop, concentrating on the overall UI display and additional signage.
  • We’ve implemented new HUD icons for the CPV.
  • Added two new tools for gameplay, the Rock Cutter and Gravity Gun.
  • Improvements to the repair sockets on buildings.
  • Improvements to the usage of connectors when connecting buildings to the colony, you will now find it easier to remove buildings and re-apply connections.
  • Items are now represented with physical objects, they can be dropped and picked up repeatedly.
  • New mission systems, we’ve mostly been working on how they are displayed and handled within the new journal system.

In regards to our next release patch, we’ve had a new build updated to our QA branch recently which we’ve been testing, however, we want to include a few other more recent fixes and updates before we turn it into a public release.

Again, thank you for reading, and for your patience.

Atomicom Team

Apr 20, 2018
JCB Pioneer: Mars - Atomicom Team
Hello Pioneers,

We know things have been quiet for a while but we are getting close to testing the next major update that we’ve been working on for the past 3 months. We’ve spent time going through all of your feedback, both negative and positive, and addressing as much as we can in the new update. We’ve fixed a lot of bugs but the major ones have resulted in us doing a major technical re-write of the underlying parts of the game which should result in no crashing. Feedback on over thousands of hours’ worth of gameplay testing has been reviewed to get the balancing of fun and challenge just right.

Internally we have had concerns about promising a release date to the community and then not hitting it but we fully understand the frustrations of not knowing what’s going on with the games development. We are committed to getting this update out as soon as possible but if the game is not ready then we will hold off until all of the bugs have been squashed.

Once the new build is in our QA branch we will start posting further updates / screenshots on the new game features and give you all a better idea about when the release will leave QA.

For now, we can give a brief over view of the more notable changes we’ve made recently:
  • Removing vast amounts of existing code and implementing newer cleaner versions for the game. This has been done for:
    • Resources
    • Crafting table
    • Inventory Items.
    • Inventory interactions for the buildings and their respective UI displays.
    • Player and vehicle scanning; displaying objects in the HUD compass, and objects responding to the scanning.
    • Hazards
    • All Suits and Vehicles and their interactions within the world.
    • Buildings; connecting them via the HAB Unit, new assets and animation.

  • Improving resource pools. We are refining the resource pools and implementing a “dig anywhere” mechanic. With this, although certain areas will be marked as resources specific players can still dig as they please and will be given resource materials.
  • Improving vehicle controls, and interaction.
  • Implemented new data for the Suits, Vehicles and Buildings - mostly for balancing and to facilitate with the new syntax.
  • New structures and classes relating to how Hazards are implemented and will execute in the game.
  • Added new Dust Storm assets, particle effects and logic.
  • General optimisations - We’ve made a huge leap in performance with a faster frame-rate and lower loading times.

We’ve also been working on new UI as part of a new journal system.



And new areas for you to explore.




Thanks for all your patience.
Feb 28, 2018
JCB Pioneer: Mars - Atomicom Team
Pioneers,

Back in our previous announcement regarding Patch 1.07r we mentioned about beginning to bring you updates regarding our long-promised code base update. It’s taken us to the end of the month, but we’re now confident that what we’ve been working on in the meantime will be something you’ll all be pleased to see.

What have we been up to?
For transparency’s sake, in short, we decided it was best to bring JCB Pioneer: Mars back to the drawing board, collating all of the concerns, complaints and comments you guys have given us for the last 5/6 months - all of which are greatly appreciated.
The decision to address the code base, and effectively rebuild the game from the ground up, has given us the chance to be able to readdress a lot of the games inner workings, from mechanics and design to the UI (more on that to follow). From there, we plan to add more content, a narrative, new areas for you to explore and reduce those irritating Fatal Errors. The game is going to change drastically, it’ll perhaps look and feel different but this Version 2.0 of JCB Pioneer: Mars will be a better, fun experience that we hope will be exactly what you’ve been looking for in this game.


Upgrade Changes
We’ve turned the upgrade system to a point based one. Instead of using Research Points and JCB Credits you will have to achieve Upgrade Points. The ways of achieving these points is similar to the current Research & JCB Credits format but we will expand on it beyond gathering resources and completing missions. Finding new locations, picking up specific items, reaching a certain distance from your base, to name a few.
These Upgrade Points will allow you to upgrade your buildings, suits, vehicles and anything else that we may add in the future. You will be able to see how your upgrades affect the upgraded “asset” with a better designed, and clearer looking Tech Trees.



(We would like to point out that the UI isn’t complete, and will change between now and when you receive the Version 2.0 update.)

These Tech Trees will have multiple categories that you can upgrade independently, with each category having one or two available upgrades for each level. Your can prioritise what to upgrade and what to ignore and at some point down the line, you’ll be able to upgrade from wherever you are on the map and not have to keep returning to the HAB Unit.




Your Save Data Files
When we release our new code base (Version 2.0) there will be some discrepancies from the older game to the new one. However, we will be making sure that all of your save progress is retained when you download the version 2.0 update. In the case of the new upgrade system, we will reimburse players with Upgrade Points equal to the same number of upgrades they had gained in their Version 1 of the game. Buildings, vehicles and any resources you may have gathered and stored will remain in the same place, mission progress will also not be affected. We want to be able to make the transfer over to Version 2.0 as seamless and as painless as possible.

Over the months we’ll start detailing more on what we’ve been up to but for now, here’s a start.

Until the next announcement.

Atomicom Team.

...

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