Apr 16, 2018
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 18 is now available!

Also for the next week the game is available for 40% off!

Devlog #74: https://www.youtube.com/watch?v=Fx6m8wcNlHw

This update is focused on revamping the character art in PULSAR and adds two new playable races: the Sylvassi and robots! Player and NPC models have been replaced with a new, slightly more stylized look. This style allowed us to make a lot of extra improvements that we feel will better the experience of the game. It's different, but we're happy with the new characters and hope you guys like them too!

New Races:

The Sylvassi are an alien race that were embroiled in conflict with the humans during the Old Wars and are still recovering from those days. They possess a cloaking ability that allows them to go "invisible" for a short time, letting them flee from or reposition themselves in combat. They need a liquid methane environment to survive and are immune to extreme cold, but as liquid methane is highly flammable, they take extra damage from fires.

Sylvassi home worlds are cold and comprised largely of liquid methane, though many Sylvassi have grown up enclosed in their suits. A good number alive today are part of the first generation born free of the W.D. Corporation labor worlds since the end of the Old Wars. In the past century, more Sylvassi have begun to forge their own paths; some have joined the Colonial Union, others have found sanctuary in the Alliance of Gentlemen, and others still have pursued their own ambitions and joined the W.D. Corporation by choice.

Humanoid Robots are common in the galaxy, but are just beginning to branch out as full time crewmembers on starships. They don't gain nourishment from regular food, but a repair tool can patch them up. They are immune to all hostile environment types (no oxygen, extreme heat and cold, toxic atmospheres), though they are still susceptible to radiation.

Often employed for automated trading stations or labor in conditions that are otherwise dangerous to living organisms. Recently, however, there has been a rise of seemingly sentient machines who are joining crews and fulfilling roles that have been traditionally performed by biological persons. As robots are particularly resistant to hostile environments, they are well-suited for planetary missions and the unexpected perils of work aboard a starship.

Humans now have a special ability as well. They tend to cling to life, and once per jump a fellow crewmember has the opportunity to revive a fallen human.

Humans have recovered some of their former glory since the dark ages after the Old Wars, and they have become a prominent intergalactic presence. Their innate drive for exploration has propelled them across many galaxies, discovering new worlds and paving the way for those who would follow. Though they are ill-suited for many environments, their tenacity, ingenuity, and will to survive rival even the most resilient of species.


As for the updated character models, we wanted proper uniforms for each faction, crisper silhouettes, more customization options, and characters that could work well in nearly every lighting angle we could throw at them. Because the new style doesn't use traditional texturing techniques, it's quick to make and cheaper on the CPU. We've made an interesting shader that allows us to forgo many of the textures the previous characters needed, which reduces the number of draw calls per character. We optimized the NPC character rigs for the same effect.

We’ve also taken a look at player progression and offering new customization unlocks for certain accomplishments or milestones within the game (no micro-transactions or loot boxes needed). Flaunt your accomplishments, if you so choose.


Additions
-Play as Human, Sylvassi or Robot crewmembers
-New appearance menu and more unlockable cosmetic items
-Sylvassi can cloak themselves to prevent enemies from targeting them for a short time, this personal cloaking field is shut down if the player shoots their weapon, similar to ship cloaking.
-Robots can be healed with repair tools
-Humans can be revived once per jump
-New Statistics menu that can show various info about your time playing the game. This can be accessed from the main menu.
-You can now access the character appearance / customization menu from the main menu
-The Barber is now a place where you can change your race/appearing during play. Since there are mechanical differences to each race now, we’ve decided to only allow in-game changes through the Barber located in the major hubs of the galaxy.
-New AI Behavior: Revive Crewmate
-New AI Behavior: Repair Crewmate
- Sylvassi AI characters should cloak themselves automatically when their low on health
-New AI Custom Event: Repairable crewmate is nearby
-New AI Custom Event: Repair gun is equipped
-New AI Custom Event: Nearby crewmate can be revived
-General AI Tweak: The “Close To Captain” Behavior stops bots from continuously running around when they are near you. They are more likely to stand near you calmly now.
-Status screen has been added to Outrider engineering bay
-Added a splash screen with various logos and a photosensitivity warning
-Game Options menu now contains option for profanity filter. It will be on by default.


Character Art
-3 Human Male Faces
-3 Human Female Faces
-10 Human Skin Colors
-11 Male Hairstyle Options
-8 Male Hats
-10 Male Facial Hair Options
-12 Female Hairstyle Options
-8 Female Hats
-26 Human Face Prop Variants
-New Uniform: Colonial Union (Human male and female)
-New Uniform: W.D. Corporation (Human male and female)
-New Uniform: Alliance of Gentlemen (Human male and female)
-New Uniform: Fluffy Biscuit Co. (Human male and female)
-New Uniform: 2 Civilian variants (Human male and female)
-3 Sylvassi Faces
-10 Sylvassi Skin Colors
-7 Sylvassi Head Markings
-7 Sylvassi Face Props
-New Uniform: Sylvassi Suit and Helmet
-6 Robot Heads
-10 Robot Paint Colors
-New Bodies: 4 Robot Humanoid Bodies
-New shoulder light and flight pack meshes
-New player movement animations
-New interaction animations
-Over 400 NPCs have been replaced with the new style and animations across all planets, stations, ships and hubs.
-All metal bandits have received the art update too


Changes
-Colonial Union hub “Outpost 448” has been revamped. It is slightly more consolidated and now includes Sylvassi quarters, a hydroponics lab, and a Fluffy Biscuit shop. Certain NPCs have been changed, removed, or had their dialog updated.
-NPC names now show up over their heads when looking at them
-New mission visual indicators when an NPC has a mission available
-New mission visual indicators when an NPC has a mission to complete
-Handheld scanner also displays mission indicators to help you find important NPCs
-Added more props to certain sections of Cornelia Station
-You can now see your character during the class select menu and can make modifications to your appearance before joining the game.
-Status screen has been added to the engineering section of the Outrider-class starship
-All Exotic shops will now deal in Contraband items (selling and buying them)


Fixes
-Fixed visual issues that caused players to disappear when on ships
-Temperature fixed in abandoned WD Destroyer
-Dark Drive should now show up for sale in exotic shops
-Fluffy Biscuit factories now sell biscuits
-Fixed a collision issue found on a WD toxic waste planet
-Fixed a collision issue on CU toxic planet
-Fixed a visual error on the CU warp coil refinery
-Fixed a visual error at the interdimensional research station
-Fixed a scrolling UV issue in the borthix lab on the Estate
-Fixed some potential typed input issues when typing in the chat box
-Fixed a collision issue found at the Burrow
-Fixed a visual issue found at the Burrow
-Fixed a visual mismatch for a nuke ship component



Thank you for your time!

Best,
The Leafy Games Team


Beta 18.1 Release Notes

Fixes
-Sylvassi cloak input binding no longer requires resetting input bindings
-A few small changes to prevent some internal exceptions that were reported

Beta 18.2 Release Notes

Fixes
-Fixed Fluffy Biscuit ship ranking board
-Scanner IK / animation updates to improve positioning

Beta 18.3 Release Notes

Fixes
-Fixed extractor UI

Beta 18.4 Release Notes

Fixes
-Fixed Fluffy Biscuit creation station UI on Fluffy One
-Improvements to help avoid teleportation issues and stuck in ground issues
-Fixed bots targeting friendly ground turrets

Beta 18.5 Release Notes

Fixes
-Fixed Fluffy Biscuit crate remaining UI on Fluffy One
-Tweaked camera properties to make handheld scanner more visible when using it
-Fixed AI priority override menu issue preventing edit button from appearing
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17.3 is out! It contains various changes and fixes.

Changes
-Component extraction interface now has a small cooldown after each extraction attempt to prevent multiple extractions at once
-Auto saving timing tweaked to be more predictable (timer resets each game load)
-Scanner is now automatically equipped by Scientists when starting a new game

Fixes
-Fixed some collision issues that caused AI to see/shoot through some ship doors when closed
-Fixed some sun/star flare issues on Mac/Linux platforms
-Fixed some loading issues with player inventories that could cause equipment to not correctly be synced/ordered
-Fixed damage issue when players/bots are teleported in the Sandscar Arena
-Fixed scanner issue that showed pickups when none were available
-Fixed issue with enemy ship hostility system that caused them to become hostile to each other too easily
-Fixed issue with drone modifier random setup that caused only one type of modifier per sector
-Fixed issue with probe flares being visible during warp / on planet surface
-Crew bots of other factions than Fluffy Biscuit can no longer sell biscuits
-Fixed a visual issue on the snow terraformer planet

Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17.3 is out! It contains various changes and fixes.

Changes
-Component extraction interface now has a small cooldown after each extraction attempt to prevent multiple extractions at once
-Auto saving timing tweaked to be more predictable (timer resets each game load)
-Scanner is now automatically equipped by Scientists when starting a new game

Fixes
-Fixed some collision issues that caused AI to see/shoot through some ship doors when closed
-Fixed some sun/star flare issues on Mac/Linux platforms
-Fixed some loading issues with player inventories that could cause equipment to not correctly be synced/ordered
-Fixed damage issue when players/bots are teleported in the Sandscar Arena
-Fixed scanner issue that showed pickups when none were available
-Fixed issue with enemy ship hostility system that caused them to become hostile to each other too easily
-Fixed issue with drone modifier random setup that caused only one type of modifier per sector
-Fixed issue with probe flares being visible during warp / on planet surface
-Crew bots of other factions than Fluffy Biscuit can no longer sell biscuits
-Fixed a visual issue on the snow terraformer planet

Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17.2 is out! It contains various changes and fixes.

Resetting your default keybindings will allow players to further customize their piloting settings. New optional bindings allow pilots to access maneuvering thrusters without toggling maneuvering mode. This allows pilots to potentially access both maneuvering thrusters and rotational thrusters while piloting in manual mode, which was not possible before.

One of the less noticeable changes we’ve made is move a few random elements to be more deterministic. This means that while they are still random, they act predictably during reloads (reloading a save and warping to the same sector will yield the same ship with the same components installed, it will be in the same location and will drop the same components / scrap)

We’ve also added a way for crews to make an enemy ship neutral before claiming it, allowing a bit more flexibility than before. More information about that below.

Additions
-Added a new temperature unit you can choose to display temperature with: Kelvin
-New behavior for SciBots: will occasionally fire probes and rotate sensor dish looking for things in a sector
-A new step is added in the claim ship process - after capturing enough screens and heading to a status screen, you must now remove the enemies claim before you can place your own. We think this will be a valuable additional step because it now allows you to prevent enemy crews from respawning as well as allow you to extract components from the ship and perhaps steal cargo if it has any, all while keeping your original ship claimed and preventing you from getting a “flagged” status.
-New Ship-wide notification: Removed enemy ship claim
-New Ship-wide notification: Ship claimed
-New sub-priority for Scientist’s Man Station (found under behavior tweaks) : Search for ships - the scibot will continually search around using the sensor dish, and will fire probes when this sub-priority is the highest one in main priority

Changes
-Enemy ship components are now more deterministic
-Enemy ship modifiers are now more deterministic
-Enemy ship component chaos boosts are now more deterministic
-Scrap is more deterministic
-Ship starting locations should now be more deterministic

Fixes
-Fixes a few reported issues with the sensor dish
-Fixed an issue that may damage players and bots when switching from an interior to an exterior area or any time a pawn is instantly moved without using a teleporter
-Fixed a sound issue that caused players to hear and see probes fired on planets
-We’ve done some work making sure graveyard assets are despawned properly, let us know if any of you continue to have issues
-Fixed an issue that might prevent players or bots from properly exiting the sensor dish when they lose their claim or when they are removed from the game
-Fixed issue that could cause AI priority data to not be reset when the player quickly started a game after selecting upgrade in the AI version upgrade menu


Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17.2 is out! It contains various changes and fixes.

Resetting your default keybindings will allow players to further customize their piloting settings. New optional bindings allow pilots to access maneuvering thrusters without toggling maneuvering mode. This allows pilots to potentially access both maneuvering thrusters and rotational thrusters while piloting in manual mode, which was not possible before.

One of the less noticeable changes we’ve made is move a few random elements to be more deterministic. This means that while they are still random, they act predictably during reloads (reloading a save and warping to the same sector will yield the same ship with the same components installed, it will be in the same location and will drop the same components / scrap)

We’ve also added a way for crews to make an enemy ship neutral before claiming it, allowing a bit more flexibility than before. More information about that below.

Additions
-Added a new temperature unit you can choose to display temperature with: Kelvin
-New behavior for SciBots: will occasionally fire probes and rotate sensor dish looking for things in a sector
-A new step is added in the claim ship process - after capturing enough screens and heading to a status screen, you must now remove the enemies claim before you can place your own. We think this will be a valuable additional step because it now allows you to prevent enemy crews from respawning as well as allow you to extract components from the ship and perhaps steal cargo if it has any, all while keeping your original ship claimed and preventing you from getting a “flagged” status.
-New Ship-wide notification: Removed enemy ship claim
-New Ship-wide notification: Ship claimed
-New sub-priority for Scientist’s Man Station (found under behavior tweaks) : Search for ships - the scibot will continually search around using the sensor dish, and will fire probes when this sub-priority is the highest one in main priority

Changes
-Enemy ship components are now more deterministic
-Enemy ship modifiers are now more deterministic
-Enemy ship component chaos boosts are now more deterministic
-Scrap is more deterministic
-Ship starting locations should now be more deterministic

Fixes
-Fixes a few reported issues with the sensor dish
-Fixed an issue that may damage players and bots when switching from an interior to an exterior area or any time a pawn is instantly moved without using a teleporter
-Fixed a sound issue that caused players to hear and see probes fired on planets
-We’ve done some work making sure graveyard assets are despawned properly, let us know if any of you continue to have issues
-Fixed an issue that might prevent players or bots from properly exiting the sensor dish when they lose their claim or when they are removed from the game
-Fixed issue that could cause AI priority data to not be reset when the player quickly started a game after selecting upgrade in the AI version upgrade menu


Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17.1 should be out now! It contains a few fixes and improvements!

Additions
-Ramming into a ship is now considered a hostile action and the rammed ship will act accordingly
-New directional fog system
-AI should now be better about claiming ships and can also now reclaim their original ship in more situations (if they claimed your ship and then lost it).
-AI can also now capture ships even if their captain is deceased (like players).
-The Captain will now see probe research / pickup notifications in addition to the Scientist

Fixes
-Sensor dish input should now respect input sensitivity / inversion settings (same settings as turrets)
-Long Range Warp Stations have been improved and shouldn’t send the crew to the wrong destination in certain situations
-Sensor signal now shows when selecting a non-ship entity (planets, stores, etc)
-Enemy crews should no longer respawn when you have claimed their ship
-41 screens across various ships have had their tilt ability locked or unlocked to either prevent clipping into geometry or look more uniform with neighboring screens
-Probes should no longer fire on click when a menu is open


Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17.1 should be out now! It contains a few fixes and improvements!

Additions
-Ramming into a ship is now considered a hostile action and the rammed ship will act accordingly
-New directional fog system
-AI should now be better about claiming ships and can also now reclaim their original ship in more situations (if they claimed your ship and then lost it).
-AI can also now capture ships even if their captain is deceased (like players).
-The Captain will now see probe research / pickup notifications in addition to the Scientist

Fixes
-Sensor dish input should now respect input sensitivity / inversion settings (same settings as turrets)
-Long Range Warp Stations have been improved and shouldn’t send the crew to the wrong destination in certain situations
-Sensor signal now shows when selecting a non-ship entity (planets, stores, etc)
-Enemy crews should no longer respawn when you have claimed their ship
-41 screens across various ships have had their tilt ability locked or unlocked to either prevent clipping into geometry or look more uniform with neighboring screens
-Probes should no longer fire on click when a menu is open


Thank you for your time!

Best,
The Leafy Games Team
Jan 25, 2018
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17 is out now!

Devlog #73 covers the new features and systems! https://www.youtube.com/watch?v=Pk3mq6AaoQM

It features updates to ship sensor systems allowing for more options for the scientist inside and outside of combat. This update also introduces a new stealth system for Alliance of Gentlemen ships: cloaking.

The sensor dish is a new system that’s part of every ship’s sensor screen. When near the sensor screen you can press R to use the sensor dish. It allows for the Scientist to focus the sensors in a direction, lock them onto a target for bonus signal strength and launch probes into space! Only one ship can be in a sensor lock at any time so choose carefully.



The Scientist can also use probes to scan interesting phenomena found in space (many can be identified via a faint sparkling visual). This can grant extra XP or research materials to a curious crew.

The sensor dish has a capacitor that stores power to generate probes, start a sensor lock on a ship, and pick up scrap. It is charged using the ship’s reactor though the Science conduit.

The sensor screen has been updated and now has multiple levels of detection. The stronger signal you have to another ship, the more options you’ll have to scan / weaken them.
-The first level is simply noticing their existence and location (0.5+ signal)
-The second level allows you to see their reactor power allocations (3.0+ signal)
-The third level allows you to view their ship components (10.0+ signal)
-The forth and strongest sensor level allows you to exploit the ship’s weaknesses via the sensors. (18.0+ signal)

Sensor exploits are new offensive options that focus damage or reduce the enemy’s effectiveness. These new sensor exploits include Sensor Focus options for directing hull damage to a selected ship system, making enemies more susceptible to viruses, the ability to negate the shield frequency defenses and a way to cause extra heat generation in enemy reactors. To see if enemy ships and crews are using exploits on your ship, you can check your own ship on the sensor screen and some screens on your ship may hint at having an exploit.



A.O.G. ships are now equipped with cloaking systems (retrofitted Sylvassi technology). These can be activated using the two glowing switches on the cloaking system panel. The cloaking system has a priming sequence and it requires constant power to charge/cloak. If not enough power is supplied, the cloaking screen will flash and the cloaking system will disengage after a short while. If a probe, turret or nuke is fired the cloak will immediately disengage. The cloak will also shut down if the ship takes damage, or if another ship fires a probe close enough to the ship’s location.



When a ship is cloaked the interior lights will turn blue (overriding the current alert level effect) and all players will see a blue vignette on the edges of their screens (even when manning a turret or piloting the ship). This is to communicate that the ship is cloaking and to avoid actions that could break it.

Ships are undetectable (EM signature 0) while cloaked but must avoid enemy probes. Probes can be launched by left-clicking while using the sensor dish. They will fly in a straight line for a short while, boosting sensor signals and decloaking any ships near them. When a player ship activates a cloak it’s not uncommon for other ships in the sector to fire probes towards your last known position, their search field will slowly widen and stop after a time.

Autoturrets or unmanned turrets will never automatically fire while a cloak is active, even if there is a targeted ship and you are on red alert.




Additions
-Sensor Dish added as additional functionality for the sensor screens to all ships
-New Ship component and ship component slot: Sensor Dish
-New Ship Component and ship component slot: Cloaking System
-Probes
-Stargazer-class starships now come equipped with cloaking technology
-Carrier-class starships now come equipped with cloaking technology
-Caustic Corsair now comes equipped with cloaking technology
-Last known position UI - Will display for ships in sector if you lose detection of them.
-New Class specific AI priority (Scientist): Enable Cloaking System
-New Talent: Sensor Disk Certification (Scientist and Captain start game with this already acquired) - Allows individual to operate the sensor dish
-New Scientist Talent (Researched): Probe Specialty: XP Gain, Increased chance to gain extra XP when performing probe research (10% per rank - 5 ranks)
-New Scientist Talent (Researched): Probe Specialty: Cooldown, Decreased cooldown and capacitor usage when firing probes (10% per rank - 5 ranks)
-Several dozen researchable probe locations have been places in the galaxy, many have faint sparkling visuals that give XP or research materials when a probe is fired at them. (For example, firing a probe into a black hole is likely to yield something useful)
-New Captain notification: Research material is gained through the firing of a probe
-New Captain notification: XP is gained through the firing of a probe

-Sensor Exploits:
-Sensor Focus: Engineering
-Sensor Focus: Science
-Sensor Focus: Weapons
- Negate shield frequency bonus
- Cyberdefense flaw
- Increase reactor heat

Changes
-Sensor Screen: signal strength mechanics, added sensor exploits, changed how component scans work
-Overall sensor strengths have been reduced
-Sensor dishes moderately increase sensor strength within their field of view
-Nebula storms have had their sensor penalties reduced to reflect the other changes
-Can now toggle whether captain notifications are visible in game settings menu
-Fog effects tweaked
-Updated AI priorities to work with cloaking (Engineer increases power to science and does not charge warp drive while ship is cloaked, Scientist will try to cloak when “Hide from sensors” command is on)
-Tweaked shield visuals on the Caustic Corsair
-Adjusted sensor screen position on the Fluffy Biscuit ship
-When buying ship components the “Swap” option has now been changed to “Compare”. This should better communicate what that button does.
-When confirming a trade through the compare menu, you’ll be properly notified if you don’t have enough credits to complete the transaction.
-Special captain notifications will appear during the “Fluffy Biscuit Special Training” sequence for players playing on Fluffy Biscuit ships, these should help clarify what’s happening.
-Toxic gas strength has been reduced during the “Fluffy Biscuit Special Training” sequence to give crews more time to react to what’s happening.
-Distance from piloting screen needed to pilot the ship has been reduced
-Stargazer-class starship has had it’s piloting activation point moved to the piloting console mesh instead of the piloting screen
-New AI priority custom event: Current ship does have a cloaking system
-New AI priority custom event: Current ship is priming the cloaking system
-New AI priority custom event: Current ship is cloaked

Fixes
-Pressing “R” will now close dialogue windows again
-Warp count-down until arrival should work better while playing the game offline
-Fixed some issues related to despawning enemy crew members in some situations
-Reactors now respect emergency cooldown time shown on stats
-Fixed issue with Fluffy Biscuit ships being immediately destroyed when eliminated from contest in certain situations
-Fixed a potential framerate issue some might have experienced

Remember to reset your AI priorities if you play with bots! The game should prompt you to do so! Loading a pre-beta 17 save should properly install a sensor dish and a cloaking device (if appropriate).

Thank you for your time!

Best,
The Leafy Games Team
Jan 25, 2018
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 17 is out now!

Devlog #73 covers the new features and systems! https://www.youtube.com/watch?v=Pk3mq6AaoQM

It features updates to ship sensor systems allowing for more options for the scientist inside and outside of combat. This update also introduces a new stealth system for Alliance of Gentlemen ships: cloaking.

The sensor dish is a new system that’s part of every ship’s sensor screen. When near the sensor screen you can press R to use the sensor dish. It allows for the Scientist to focus the sensors in a direction, lock them onto a target for bonus signal strength and launch probes into space! Only one ship can be in a sensor lock at any time so choose carefully.



The Scientist can also use probes to scan interesting phenomena found in space (many can be identified via a faint sparkling visual). This can grant extra XP or research materials to a curious crew.

The sensor dish has a capacitor that stores power to generate probes, start a sensor lock on a ship, and pick up scrap. It is charged using the ship’s reactor though the Science conduit.

The sensor screen has been updated and now has multiple levels of detection. The stronger signal you have to another ship, the more options you’ll have to scan / weaken them.
-The first level is simply noticing their existence and location (0.5+ signal)
-The second level allows you to see their reactor power allocations (3.0+ signal)
-The third level allows you to view their ship components (10.0+ signal)
-The forth and strongest sensor level allows you to exploit the ship’s weaknesses via the sensors. (18.0+ signal)

Sensor exploits are new offensive options that focus damage or reduce the enemy’s effectiveness. These new sensor exploits include Sensor Focus options for directing hull damage to a selected ship system, making enemies more susceptible to viruses, the ability to negate the shield frequency defenses and a way to cause extra heat generation in enemy reactors. To see if enemy ships and crews are using exploits on your ship, you can check your own ship on the sensor screen and some screens on your ship may hint at having an exploit.



A.O.G. ships are now equipped with cloaking systems (retrofitted Sylvassi technology). These can be activated using the two glowing switches on the cloaking system panel. The cloaking system has a priming sequence and it requires constant power to charge/cloak. If not enough power is supplied, the cloaking screen will flash and the cloaking system will disengage after a short while. If a probe, turret or nuke is fired the cloak will immediately disengage. The cloak will also shut down if the ship takes damage, or if another ship fires a probe close enough to the ship’s location.



When a ship is cloaked the interior lights will turn blue (overriding the current alert level effect) and all players will see a blue vignette on the edges of their screens (even when manning a turret or piloting the ship). This is to communicate that the ship is cloaking and to avoid actions that could break it.

Ships are undetectable (EM signature 0) while cloaked but must avoid enemy probes. Probes can be launched by left-clicking while using the sensor dish. They will fly in a straight line for a short while, boosting sensor signals and decloaking any ships near them. When a player ship activates a cloak it’s not uncommon for other ships in the sector to fire probes towards your last known position, their search field will slowly widen and stop after a time.

Autoturrets or unmanned turrets will never automatically fire while a cloak is active, even if there is a targeted ship and you are on red alert.




Additions
-Sensor Dish added as additional functionality for the sensor screens to all ships
-New Ship component and ship component slot: Sensor Dish
-New Ship Component and ship component slot: Cloaking System
-Probes
-Stargazer-class starships now come equipped with cloaking technology
-Carrier-class starships now come equipped with cloaking technology
-Caustic Corsair now comes equipped with cloaking technology
-Last known position UI - Will display for ships in sector if you lose detection of them.
-New Class specific AI priority (Scientist): Enable Cloaking System
-New Talent: Sensor Disk Certification (Scientist and Captain start game with this already acquired) - Allows individual to operate the sensor dish
-New Scientist Talent (Researched): Probe Specialty: XP Gain, Increased chance to gain extra XP when performing probe research (10% per rank - 5 ranks)
-New Scientist Talent (Researched): Probe Specialty: Cooldown, Decreased cooldown and capacitor usage when firing probes (10% per rank - 5 ranks)
-Several dozen researchable probe locations have been places in the galaxy, many have faint sparkling visuals that give XP or research materials when a probe is fired at them. (For example, firing a probe into a black hole is likely to yield something useful)
-New Captain notification: Research material is gained through the firing of a probe
-New Captain notification: XP is gained through the firing of a probe

-Sensor Exploits:
-Sensor Focus: Engineering
-Sensor Focus: Science
-Sensor Focus: Weapons
- Negate shield frequency bonus
- Cyberdefense flaw
- Increase reactor heat

Changes
-Sensor Screen: signal strength mechanics, added sensor exploits, changed how component scans work
-Overall sensor strengths have been reduced
-Sensor dishes moderately increase sensor strength within their field of view
-Nebula storms have had their sensor penalties reduced to reflect the other changes
-Can now toggle whether captain notifications are visible in game settings menu
-Fog effects tweaked
-Updated AI priorities to work with cloaking (Engineer increases power to science and does not charge warp drive while ship is cloaked, Scientist will try to cloak when “Hide from sensors” command is on)
-Tweaked shield visuals on the Caustic Corsair
-Adjusted sensor screen position on the Fluffy Biscuit ship
-When buying ship components the “Swap” option has now been changed to “Compare”. This should better communicate what that button does.
-When confirming a trade through the compare menu, you’ll be properly notified if you don’t have enough credits to complete the transaction.
-Special captain notifications will appear during the “Fluffy Biscuit Special Training” sequence for players playing on Fluffy Biscuit ships, these should help clarify what’s happening.
-Toxic gas strength has been reduced during the “Fluffy Biscuit Special Training” sequence to give crews more time to react to what’s happening.
-Distance from piloting screen needed to pilot the ship has been reduced
-Stargazer-class starship has had it’s piloting activation point moved to the piloting console mesh instead of the piloting screen
-New AI priority custom event: Current ship does have a cloaking system
-New AI priority custom event: Current ship is priming the cloaking system
-New AI priority custom event: Current ship is cloaked

Fixes
-Pressing “R” will now close dialogue windows again
-Warp count-down until arrival should work better while playing the game offline
-Fixed some issues related to despawning enemy crew members in some situations
-Reactors now respect emergency cooldown time shown on stats
-Fixed issue with Fluffy Biscuit ships being immediately destroyed when eliminated from contest in certain situations
-Fixed a potential framerate issue some might have experienced

Remember to reset your AI priorities if you play with bots! The game should prompt you to do so! Loading a pre-beta 17 save should properly install a sensor dish and a cloaking device (if appropriate).

Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 16.3 should be out now!

Additions
-Captain notifications - Captain is now notified of specific events that take place onboard the ship as well as which crew member was responsible. Our goals with this system were to simply give the captain more information about what's happening on their ship, hopefully leading to more informed decisions while framing them as a stronger authority figure.

New Notifications
-Coolant use
-Ammo usage
-Damaging ship systems
-Research
-Purchasing an item
-Aux screen: cyberdefense
-Aux screen: oxygen gen
-Ship crashing into objects
-Firing a turret in green alert
-Starting jump prep
-Pausing jump prep
-Initiating a jump
-Modifying / starting distress signal
-Revealing crew rep
-executing a program
-Attempting a component extraction
-Low fuel (lower than 10)
-Changing ship system conduit power levels
-Starting a mission
-Player death

Changes
-Removed halloween decorations
-Game UI now shows up while viewing starmap
-Captain can now reset bot AI talent points

Fixes
-Fixed a collision issue involving Fluffy One’s reactor glass
-Fixed a smoke issue involving boardable space objects
-Fixed a networking issue related to dropped items on planets and boardable space objects
-Fixed a few visual bugs related to boardable space objects
-Fixed a chat input issue on linux

Thank you for your time!

Best,
The Leafy Games Team
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