ASTROKILL - bluemoon
General
- Ultrawide resolutions are now supported
- Numerous display-issues have been fixed (vsync, windowed mode, etc.)
- Gamepad support is greatly improved
- Upgraded to UE 4.21.2 (from 4.21.1)

Graphics
- All graphics-settings are now saved using UE4's game-user-settings
- Anti-aliasing is now off by default (on first-run)
- Anti-aliasing setting is now saved properly between runs
- Graphics-settings are no longer applied when opening the graphics-menu
- Most scalability-settings (low, medium, high, epic) now use engine-defaults (cleaned up years of clutter in DefaultScalability.ini)



UI
- Menus now auto-adjust to ultrawide resolutions
- Cursor is now activated and centered when menus are opened
- "Apply Display Settings" button is now larger and grayed out when not display-settings match current settings
- Moved resolution-scale slider under Display in the Graphics-menu

Display
- Vertical sync now works appropriately (framerate no longer smoothed)
- Framerates are now uncapped when vertical sync is off (can result in >500 fps in some cases)
- Fixed issue with game not starting in windowed mode
- Resolution, v-sync, windowed mode, and resolution-scale are now applied only when the "Apply Display Settings" button is pressed



Core
- Cursor, ship-controls, and spectator-cameras no longer slow down when the fps increases
- Created a new flight-control-input system that applies input more efficiently and compensates for large fps fluctuations, including exceedingly high fps

Controls
- Gamepad-sticks are now mapped using the axis instead of the stick-state
- Removed all hard-coded gamepad-mappings to allow full customization
- Removed "left-handed roll" option from Controls menu (no longer applicable)
- Modifier keys can no longer be mapped with gamepad-buttons
- Gamepad now works correctly in the 3D-asset-studio
- Inverted controls now work correctly in the 3D-asset-studio

Gameplay
- Gunships now rotate slightly slower

VR
- FOV-readout on HUD no longer changes when FOV-changes are attempted (FOV is fixed in VR)
- HMD is no longer locked to the camera in the 3D-asset-studio

Bugs
- Fixed lockup that occurred when lowering effects-quality to low or medium
- Fixed issue with yaw and roll-input not adjusting with camera-zoom
- Fixed issue with yaw-input being less sensitive in 1st-person
- Fine movement (SHIFT key) works again (applicable to spectators)
- Player-input is now correctly disabled when menus are open in the 3D-asset-studio
ASTROKILL - bluemoon
General
- Upgraded to Unreal 4.21.1
- Redesigned entire HUD with customizable colors
- Replaced all existing asteroids and debris with new meshes and textures (more varied and realistic)
- Mission load-times reduced significantly
- Added color-themes that affect the entire HUD and some menus
- 4K displays are now properly supported (HUD-resolution scales up/down accordingly)
- Desktop resolution is now used by default on first startup

Gameplay
- Created a new objective-system that displays major and minor objectives (and their progress) on the HUD
- Relative movement is now shown in the center of the HUD with a colorized moving reticle
- Added several more objectives to each mission
- Rebalanced all missions and updated difficulty levels
- Damaged frigates now display accurate hull-damage
- Players are now warned as they near the edge of the playable area
- Health-icons are now shown near hangar-bays
- Squad-members now arrange in a dynamically adjusted formation behind the squad-leader
- Increased squad-member spacing to greatly reduce the chance of ship-collisions



HUD
- Redesigned entire HUD for a more realistic look and greater practicality
- Reticles now fade and change size to reduce on-screen clutter
- Dotted lines are now drawn to leading reticles
- Reticles are now shown for missiles and mines
- Created a new radar-ball that shows the relative location of targets more clearly (can be zoomed in/out via CTRL+mouse wheel)
- Reticles are now rendered using the custom depth buffer
- Replaced existing 2D-billboards with a new 3D-billboard system (works better with VR)
- Radio-icons are now colorized based on friendly/hostile origin
- Opponents of different types are now displayed with different reticle-shapes
- Created a new instrument-system that allows for each instrument to operate independently (significantly increases overall cockpit performance)
- On-screen status messages are now more user-friendly (cryptic opponent codes no longer used)
- Distance and relative motion to target are now displayed on the target-panel in a single readout



Graphics
- Tracers are now rendered using a new technique that takes into account both absolute and relative movement (much more realistic appearance)
- Projectile-impact flashes and light-beacons are now rendered using a sphere instead of a 2D-billboard (improves impact visibility)
- Lasers are now rendered using a 3D-mesh instead of a particle-system



Scenery
- Rearranged asteroids and debris in all missions (very tedious)
- Created a new debris-system that allows for larger moveable fragments and raining debris (seen in some missions like Firefight)
- Created icy asteroids and debris for "cold" levels
- Created destructible, glowing embers for "fiery" levels



UI
- Added live scenery behind main-menu (dropships and fighters attack each other)
- Cursor is now controllable in VR and non-VR modes by all controllers
- Hardware cursor is no longer used (blue/flashy cursor now used in all modes)
- Stats in various menus are now colorized to indicate "good" or "bad" numbers
- Stylized AK and Doomsday logos
- Mission-buttons are now disabled on locked missions (lock-icons are no longer shown)
- Last played mission (or next campaign mission) is now displayed by default in the Missions menu
- Updated all mission splashes and descriptions

AI
- AI is now capable of targeting frigates (if they have any weapons that can damage them)
- AI now detect missiles and mines (and share the information to teammates)

Input
- Modifier keys can now be used when creating key-mappings (ctrl, alt, shift, etc.)

Audio
- Increased radius of debris-explosion sounds
- Master volume is now limited to a minimum of 5%
- Added new "super laser" muzzle-sound (more intimidating)



Bugs
- Fixed issue with game-over menu not displaying in rare cases (spectator-camera would become misaligned if target was destroyed)
- Current resolution is now correctly shown in the Graphics menu
- Fixed null-spawn warning that occurred when missiles were fired
- Fixed some preset resolution-strings with incorrect characters
- Eliminated invalid-object-type warning
- Fixed issue with laser-beams becoming misaligned with ship
ASTROKILL - bluemoon
Visuals
- Re-textured Holliman frigate and turrets (as seen in Snare mission)
- Re-modeled lateral thrusters on Holliman engine (increased detail)



VR
- Added resolution-selection to VR-menu (sets proper resolution-scale for selected headset)



UI
- Increased resolution-scale range to 140% in graphics-menu
- Resolution-scale slider no longer updates while sliding (only after sliding)
- Restart-button is now selectable after beating a campaign-mission
- Updated Snare mission splash-image

Steam
- Added a "Colonizer" achievement for beating the Colonists mission
- Added a "Firefighter" achievement for beating the Firefight mission
ASTROKILL - bluemoon
Gameplay
- Added a new fighter variant (Sabre Quad)
- Added a unique Sabre Medic skin (as shown below)
- Decreased all level load-times and initial game load-time
- Fundamentally changed VR support to improve playability and decrease motion sickness

Visuals
- Created a new Sabre model with 4 machine guns
- Added "cinematic" quality to all quality-options
- Added "low" option to shadow-qualities
- Texture-quality now defaults to cinematic
- Framerate now maxes out at 90 to reduce issues with excessively high framerates



Core
- Now using PAK files instead of loose files to reduce file count
- Debug-files no longer included

VR
- Motion controllers are no longer used/required
- Added "experimental" warning to VR-menu
- VR-cursor now resets to center when menu is shown
- VR-cursor can now be controlled with the mouse, keyboard (WASD), or gamepad

Steam
- Fixed issue with "flawless" Steam-stat not registering in Maki Pursuit, Guardians, Colonists, and Firefight
- Added new "victory" Steam-stat that increments with each mission-victory
ASTROKILL - bluemoon
Gameplay
- Increased size of fighters and interceptors by 50%
- Decreased objective-capture time to 20s
- Reduced difficulty of Menace mission and improved its level-scripting
- Smoothed out automatic speed-limit braking
- Lowered thruster-acceleration on interceptors
- Raised thruster-acceleration on gunships
- Equalized camera-orbit distance amongst all fighters (to give accurate sense of scale when selecting ships)



Visuals
- Removed visible black-seams from all fighters and waystations (regenerated ambient occlusion textures)
- Ragdolls now collide with other ragdolls
- Increased max draw-distance for fighters and small DOM-turrets
- Added additional, small rear-thrusters to Scythe interceptor

AI
- Pre-determined line-traces now used in path-finding instead of random vectors (often improves chosen paths)

UI
- Added a dedicated joystick menu accessible from the controls menu
- Added configurable offsets and multiplies for each joystick-mapping
- Added a live numerical readout for each joystick-mapping (actual value used in-game)
- All menus can now be escaped using keyboard-shortcuts (Esc key)



Bugs
- Multiple controllers can no longer be used simultaneously to increase thruster-acceleration
- Added missing hitboxes to the base of 120mm flak-turrets and slug-turrets
- Objectives no longer "beep" when a player enters an overwhelmingly hostile territory

Core
- Upgraded Linux build from UE 4.18.2 to 4.18.3
ASTROKILL - bluemoon
Gameplay
- Added new mission Fury to end of Dominion campaign
- Added new mission Guardians to beginning of Outer Belt campaign (replaces mission Maki Transit)
- Added "rearm" squad-command (squad-members can be directed to rearm)
- Added a laser super weapon (available in the Fury mission)
- Most missions now have clearly marked objectives
- Homing missiles will now change targets in mid-flight (if a better target presents itself)
- Dead pilots can now be shot multiple times before being vaporized
- Less damage is taken from collisions with ships, asteroids, etc.
- Increased muzzle-velocity of flak-projectiles
- Increased homing-velocity of missiles
- Decreased laser-ammo capacity in all interceptors
- Rebalanced all missions to reflect their difficulty level
- Improved placement and variety of initial ship-selection in all missions
- Enemies are smarter in many different ways (see AI section)



AI
- Added "hunting" behavior to AI (will seek and destroy in direction of enemy fire if source is unknown)
- Laser-fire now contributes to AI-suppression
- Pathfinding-obstacles are now navigated more closely by AI (size of obstacles taken into account)
- AI skill-levels are now more pronounced (especially with regards to weapon usage)
- Rearming in hangar-bays is now performed much faster
- Speed-limits are now properly adhered to by AI
- AI now moves on an intercept-path when chasing targets (less likely to orbit a target)
- Squad-leader now handles waypoint-movement exclusively while squad-members follow (squad-formations maintained more often)
- Squad-members will no longer follow a rearming squad-leader
- AI will no longer flee in the middle of a fight (unless it is entirely out of ammo)
- AI will now attack eachother even while out-of-bounds
- Turrets without LOS are no longer be targeted by fighters
- Fighters engaged in a dogfight are now much less likely to collectively accelerate off-map
- AI will lead targets a bit more to compensate for their brain-wave interval



Visuals
- Tracer fire is now visible from much longer distances
- Damage and kills to dead pilots are now shown on the cockpit-crosshair
- Added blood-spray effect for non-lethal damage to dead pilots
- Smoothed out movement of leading crosshair

Audio
- Added sound-effects for capturing and losing objectives
- Improved playlists to increase musical variety

UI
- Added "stats" button and menu that displays global stats
- Added joystick-dropdown that loads presets for specific joysticks (very limited list right now)
- Added an arrow that visually correlates the joystick-axis fields with the joystick-axis readouts
- Gameover-menu can now be closed by pressing Esc



Bugs
- Fixed issue with hangar-waypoints that caused AI to stop in the middle of hangar-bays
- Friendly-fire no longer contributes to accuracy-stat
- Fixed targeting issue in turrets that caused turrets to rarely attack other turrets
- Fixed issue with Boreas frigate not detecting hostiles (improperly sized proximity-sphere)
- Corrected erroneous distance to hostile-targets (caused illogical AI decisions)
- Fixed issue that allowed rejected sound-effects to linger without being destroyed

Core
- Upgraded engine from 4.18.2 to 4.18.3
ASTROKILL - bluemoon
Core
- Upgraded UE4 engine from 4.18.1 to 4.18.2
- Game-progress, key-bindings, and other saved data is now synced to the Steam-cloud

Input
- Joystick-axis values are now shown in real-time from the controls-menu (helps with mapping axes to the correct controls)
- Modifier keys (shift, alt, ctrl) are now allowed in key-bindings



Bugs
- Fixed issue with idle joystick-axis values reverting to -1 (causing uncontrollable spinning and other undesired behavior)

UI
- HUD is now automatically hidden when in-game menu is displayed (reduces visual clutter and increases menu readability)

Audio
- Reduced memory-footprint of larger audio-files (music, vocals)
ASTROKILL - bluemoon
Core
- Disabled unused plugins (specifically Android plugins) to help resolve a Linux crash
- Recompiled Linux UE4 with this fix for AMD drivers: https://github.com/EpicGames/UnrealEngine/commit/8bd35912ed384750ca8b3474f3ab806c6ddcf

Gameplay
- Tutorials no longer require all rings to be cleared (destroying large enemy vessel is enough)

Bugs
- Checking the joystick-bypass checkbox will now zero-out all internal joystick-axis values
ASTROKILL - bluemoon
Core
- Upgraded engine from UE 4.17 to 4.18
- Drastically reduced texture-memory usage by optimizing mip-maps
- HTC Vive should now work via the OSVR plugin (needs testing)
- Eliminated many unused materials and textures to lower required disk-space
- Joystick-input is now fed through the UE4 raw-input plugin
- Reduced all texture-pool sizes (varies with texture-quality setting)
- Lowered overall game-size by nearly 2GB (~50%)



Controls
- Angular drag is now customizable (very useful for joysticks and VR)
- Joystick-buttons are now customizable from any control-mapping field (shown as GenericUSBController Button)
- Up to 8 joystick-axes can now be mapped (must be manually set for now)
- Steam Controller plugin is now enabled



UI
- Improved visibility of menu-text
- Changed off-screen target-reticle to a simpler arrow-design
- Added angular-drag slider and joystick-axes fields to the controls-menu

Visuals
- Increased resolution of some skyboxes
- Reduced debris in frigate-explosions

Bugs
- Fixed issue with loading-screen hanging occassionally due to a race-condition
- Eliminated NULL-spawning attempts by injecting class-validity guards
- Removed excessive debug-logging from motion-controllers
ASTROKILL - bluemoon
Gameplay
- All levels now playable in VR (tested with Oculus)
- Increased auto-thrust aggression to allow tighter turns
- Radio-messages can now be heard/seen as a spectator
- Spectator max-time increased from 10s to 20s
- Re-balanced several missions
- Missile-boats are now present in more OBA-missions
- Added a planet and more asteroids to Maki Transit mission
- Added territory-objectives to Menace mission
- Smoothed out auto-movement throttle (thrusters now operate more smoothly when braking)



AI
- AI will now abort rearming if an enemy-target is in range (and they are capable of attacking it)
- AI is now generally more accurate with their shots (especially interceptors)
- Smoothed out AI-targeting (less erratic movements)

UI
- Simplified mission-selection by placing all missions (including tutorials) into missions-menu
- Added VR-menu
- All menus are now 3D menus (for VR compatibility)
- Controls-menu is now accessible from the main-menu
- Gamepad and keyboard now control a mouse-cursor to navigate menus
- Developer console is now available for debugging

Graphics
- Optimized internal graphics-settings for VR
- Screen no longer darkens when using a lower post-process quality
- Reticles are now thinner and brighter
- Turret-reticles now scale with distance to reduce visual clutter
- Radio-beacons now have a pulsating-effect
- Health-bars in cockpit are now comprised of thinner bars
- Increased the size/readability of some cockpit-text

Bugs
- Fixed issue with control-mappings not being saved between game-sessions
- Fixed rare random freeze that occured while browsing menus
- Turret-hitboxes are now properly destroyed (were previously left floating in space)
- Fixed issue with Ishtar not detecting opponents in some missions

Core
- Reticles and objectives are now rendered in 3D-space instead of being drawn directly to the screen
- Optimized cockpit-rendering by reducing re-draws of several text-elements
- Moved cockpit-room out of level-bounds in all missions
- Projectiles no longer collide with the fighter or turret they were fired from
- Now using an up-to-date basescalability.ini
...

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