Again, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). When it's had some time in there and you guys have deemed it "stable" I'll move it to the default branch (which everyone is on by default).
So we have a lot of bug fixes in this one, but we wanted to get some fun stuff in as well, so we added Drone Renaming and a few ways to counter and prepare for radiation.
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.26]" at the beginning of the title.
Please let us know your thoughts/feedback on any of these things below!
New Modification: Surveyor (Ship Upgrade) shows rooms likely to flood with radiation
Easy starting galaxies (see new Difficulty sub-menu under Options to enable - disabled by default)
Added: Difficulty options (Easy, Normal, Hard) for Scrap and Upgrade Breaking
Added support for 16:10, and unofficial support for many other resolutions *(See below)
New turret model (ship defenses)
Revamped all the menus
Added: Master volume, plus moved other audio bars to a separate sub-menu
Added: Modification indicators to indicate mods to Drone, Drone Upgrade, or Ship Upgrade (added to the name. Ex: “probe *s (2/4)” means a probe with the stealth mod)
Added: Ability to remap two major problem keys for uses with no-English keyboards: semi-colon (;) and apostrophe (‘). Remapping is done in the game launcher, not the game, itself. Choose the “Input” tab, and scroll to the bottom. Two new map-able items are at the bottom.
Minor Add: After using ‘gather’ on a Fuel Access, showing a single-line summary of how much fuel received (still showing the fuel as it’s being pumped)
A ship’s powered defenses no longer see stealthed drones
Probes now attacked by the ship’s powered defenses (unless the probe has the stealth mod)
Changed: “Gatherer” and “Scanner” upgrades renamed to “Gather” and “Scan”
Changed: ‘commandeer’ no longer explicitly says whether or not there are enemies on board (cannot use it as an exploit to peek ahead to see whether or not any enemies remain on the ship)
Minor Change: Show message to the console when the stealth turns off because of the use of another upgrading being activated
Major Fix: Occasionally starting system was not in reach of any other systems (no where to jump), ending the game prematurely
Fix: Installed Ship Upgrades now show on the Modification and Trading Post inventories
Fix: FRAPS and OBS now works with DUSKERS (won’t crash between missions)! Note: Changing the vsync setting while FRAPS is recording WILL cause a crash. Don’t do that :)
Fix: If there was a Sensor in the boarding ship AND and an enemy also in the boarding ship, redocking would cause the sensor to return to “green” indicating no threat, when the threat still existed in the boarding ship
Minor Change: Hint to train new players that they can ‘dock’ changed to show when an airlock is actually seen, rather than just entering a room with an airlock
Minor Change: No longer showing infestation types on Stargates and Trading Posts on the UI
Minor Change: Menus cleaned up and some reorganization
Minor Change: BACKSPACE moves backward through open menus (same as ESC)
Minor Change: Reworded some of the mods in the modification window
Minor Change: Further removed mouse interaction - mouse over and clicking no longer supported in the galaxy view to further support game immersion
Fix: A well-timed ‘dock’ while the boarding ship was in the middle of redocking would break it do player could not dock again on that ship
Fix: When viewing another, previously visited, galaxy, then returning (using [R]eturn) player was not being returned to the system where they started. Instead, they were moved to a system with a previously used stargate.
Fix: Starting to travel to a new galaxy, then canceling, was putting the game into a bad state
Fix: Using ‘gather’ in a corridor was causing an “Internal Processing Error”
Fix: Universe, System, and Dungeon shortcut keys could be activated while various windows and menus were open
Fix: Some players mentioned opening the menu over the drone view in a game caused the game’s look to “break”, requiring alt-tab away and back to correct. This should fix that.
Fix: Disabling hints in the Options menu was also mistakenly disabling the information messages in the tutorial
Fix: In the right circumstances, if a player had a disabled drone in a corridor then the game would not allow the player to ‘exit’ (Internal Processing Error)
Fix: Inventory was previously “filling up” based on a combined total number of Ship and Drone upgrades so it was possible for both inventories to have several open slots that were inaccessible. That has been fixed, and now both Ship Upgrades and Drone Upgrade slots can be filled in total.
Fix: Using the Remote Power Ship Upgrade in combination with a Generator Drone Upgrade allowed an exploit where an entire ship could be powered
Minor Fix: The “slime” red enemy reticles weren’t always going away when ‘sonic’ used to kill them, making it unclear as to whether or not still alive
Minor Fix: Do not allow the ‘swap’ command with a drone found on a ship to work until the drone has been actually seen
Minor Fix: The HP of drone with an active shield that is broken by “slime” would show fractional HP (ex: 122.342516)
Minor Fix: Player ship was showing on top of the Log viewer
Minor Fix: The number-pad’s ENTER was not supported on the Swap UI
Minor Fix: Keep the Universe View centered so that the nodes wouldn’t fall off the screen
Minor Fix: Occasionally ‘scan’ reported 1 more scrap than was actually in the room
Fix: fixed issue where redocking eventually caused drones to fail to navigate properly via “navigate” command. Usually would say a door was blocking the way when it was not.
Fix: fixed issue where returning from a ship with an 8th drone in the docking bay would cause various issues back on the mother ship, such as only seeing the 8th drone in the scrap window. The 8th drone gets left behind entirely (for now…).
*Resolution support. Officially supported is 16:10. Unofficially supported is 21:9. Because of a limitation of Unity, all players wishing to use a 21:9 resolution need to use the command-line method of providing the width/height of their monitor (you will not be able to select from the Unity launcher). For more details on how to do that, see: http://steamcommunity.com/app/254320/discussions/0/528398719796386374/#c527274088389125761. Note - other resolutions (4:3, 5:4, and 3:2) are also unofficially supported, but have known issues with some of the UIs and are currently in a “use at your own risk” state, and must also be provided at the command-line.
Again, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). When it's had some time in there and you guys have deemed it "stable" I'll move it to the default branch (which everyone is on by default).
So we have a lot of bug fixes in this one, but we wanted to get some fun stuff in as well, so we added Drone Renaming and a few ways to counter and prepare for radiation.
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.26]" at the beginning of the title.
Please let us know your thoughts/feedback on any of these things below!
New Modification: Surveyor (Ship Upgrade) shows rooms likely to flood with radiation
Easy starting galaxies (see new Difficulty sub-menu under Options to enable - disabled by default)
Added: Difficulty options (Easy, Normal, Hard) for Scrap and Upgrade Breaking
Added support for 16:10, and unofficial support for many other resolutions *(See below)
New turret model (ship defenses)
Revamped all the menus
Added: Master volume, plus moved other audio bars to a separate sub-menu
Added: Modification indicators to indicate mods to Drone, Drone Upgrade, or Ship Upgrade (added to the name. Ex: “probe *s (2/4)” means a probe with the stealth mod)
Added: Ability to remap two major problem keys for uses with no-English keyboards: semi-colon (;) and apostrophe (‘). Remapping is done in the game launcher, not the game, itself. Choose the “Input” tab, and scroll to the bottom. Two new map-able items are at the bottom.
Minor Add: After using ‘gather’ on a Fuel Access, showing a single-line summary of how much fuel received (still showing the fuel as it’s being pumped)
A ship’s powered defenses no longer see stealthed drones
Probes now attacked by the ship’s powered defenses (unless the probe has the stealth mod)
Changed: “Gatherer” and “Scanner” upgrades renamed to “Gather” and “Scan”
Changed: ‘commandeer’ no longer explicitly says whether or not there are enemies on board (cannot use it as an exploit to peek ahead to see whether or not any enemies remain on the ship)
Minor Change: Show message to the console when the stealth turns off because of the use of another upgrading being activated
Major Fix: Occasionally starting system was not in reach of any other systems (no where to jump), ending the game prematurely
Fix: Installed Ship Upgrades now show on the Modification and Trading Post inventories
Fix: FRAPS and OBS now works with DUSKERS (won’t crash between missions)! Note: Changing the vsync setting while FRAPS is recording WILL cause a crash. Don’t do that :)
Fix: If there was a Sensor in the boarding ship AND and an enemy also in the boarding ship, redocking would cause the sensor to return to “green” indicating no threat, when the threat still existed in the boarding ship
Minor Change: Hint to train new players that they can ‘dock’ changed to show when an airlock is actually seen, rather than just entering a room with an airlock
Minor Change: No longer showing infestation types on Stargates and Trading Posts on the UI
Minor Change: Menus cleaned up and some reorganization
Minor Change: BACKSPACE moves backward through open menus (same as ESC)
Minor Change: Reworded some of the mods in the modification window
Minor Change: Further removed mouse interaction - mouse over and clicking no longer supported in the galaxy view to further support game immersion
Fix: A well-timed ‘dock’ while the boarding ship was in the middle of redocking would break it do player could not dock again on that ship
Fix: When viewing another, previously visited, galaxy, then returning (using [R]eturn) player was not being returned to the system where they started. Instead, they were moved to a system with a previously used stargate.
Fix: Starting to travel to a new galaxy, then canceling, was putting the game into a bad state
Fix: Using ‘gather’ in a corridor was causing an “Internal Processing Error”
Fix: Universe, System, and Dungeon shortcut keys could be activated while various windows and menus were open
Fix: Some players mentioned opening the menu over the drone view in a game caused the game’s look to “break”, requiring alt-tab away and back to correct. This should fix that.
Fix: Disabling hints in the Options menu was also mistakenly disabling the information messages in the tutorial
Fix: In the right circumstances, if a player had a disabled drone in a corridor then the game would not allow the player to ‘exit’ (Internal Processing Error)
Fix: Inventory was previously “filling up” based on a combined total number of Ship and Drone upgrades so it was possible for both inventories to have several open slots that were inaccessible. That has been fixed, and now both Ship Upgrades and Drone Upgrade slots can be filled in total.
Fix: Using the Remote Power Ship Upgrade in combination with a Generator Drone Upgrade allowed an exploit where an entire ship could be powered
Minor Fix: The “slime” red enemy reticles weren’t always going away when ‘sonic’ used to kill them, making it unclear as to whether or not still alive
Minor Fix: Do not allow the ‘swap’ command with a drone found on a ship to work until the drone has been actually seen
Minor Fix: The HP of drone with an active shield that is broken by “slime” would show fractional HP (ex: 122.342516)
Minor Fix: Player ship was showing on top of the Log viewer
Minor Fix: The number-pad’s ENTER was not supported on the Swap UI
Minor Fix: Keep the Universe View centered so that the nodes wouldn’t fall off the screen
Minor Fix: Occasionally ‘scan’ reported 1 more scrap than was actually in the room
Fix: fixed issue where redocking eventually caused drones to fail to navigate properly via “navigate” command. Usually would say a door was blocking the way when it was not.
Fix: fixed issue where returning from a ship with an 8th drone in the docking bay would cause various issues back on the mother ship, such as only seeing the 8th drone in the scrap window. The 8th drone gets left behind entirely (for now…).
*Resolution support. Officially supported is 16:10. Unofficially supported is 21:9. Because of a limitation of Unity, all players wishing to use a 21:9 resolution need to use the command-line method of providing the width/height of their monitor (you will not be able to select from the Unity launcher). For more details on how to do that, see: http://steamcommunity.com/app/254320/discussions/0/528398719796386374/#c527274088389125761. Note - other resolutions (4:3, 5:4, and 3:2) are also unofficially supported, but have known issues with some of the UIs and are currently in a “use at your own risk” state, and must also be provided at the command-line.
IF YOU HAVE NOT BEEN EFFECTED BY THE SAVE GAME ISSUE, BUT DON'T MIND RISKING YOUR SAVE FOR THE SAKE OF TESTING, PLEASE ALSO TRY THE ABOVE & PROVIDE FEEDBACK
IF YOU HAVE NOT BEEN EFFECTED BY THE SAVE GAME ISSUE, BUT DON'T MIND RISKING YOUR SAVE FOR THE SAKE OF TESTING, PLEASE ALSO TRY THE ABOVE & PROVIDE FEEDBACK
Today we have an update the goes into the current bugs in the game, and how you can help us squash them, a little post-PAX Prime report, and some information about Tokyo Game Show. Let's get right to it.
The Bugs
We want to thank everyone for being super understanding in regards to the bugs that have cropped up since launch. Being an extremely small team, we ran Hacknet through it's paces on as many systems as we could before launch, but when the game landed in the hands of you lovely people, some unforeseen issues cropped up. While Matt has been working tirelessly on eliminating as many of these as possible, his time has been limited due to the SimTect conference, followed by PAX Prime. Despite being away from the forums, Matt has been coding and testing around the clock, even on the plane ride to and from the US!
The big issue that we are tackling in the next 10 days in the save game issue. A number of people have lost their saves due to an error, and the reason it is taking us longer than expected to rectify the issue is that the changes we make will effect every player, and without proper testing, that could lead to everyone losing their save progress. This is something we want to avoid, so we have been trialing and testing various methods to ensure that the fix will benefit the entire community, not just those who have lost their progress to date.
In the next few days, we would like to call on those currently effected by the save game issue to help us test the solution. If you are having issues (or if you want to take a punt and just help us test this, knowing your save could be compromised), please sign up via this Google Form so we can contact you with specific instructions, and grant you access to the testing branch on Steam.
After we have tested this satisfactorally with the help from our awesome community, we will roll out the update with a Steam announcement. Matt will then continue to work his way through the list of the other bugs that have come to our attention, but as it stands, the save game issue is currently our number one priority.
Tokyo Game Show
After the 10 days of intense programming, Matt will be jumping on a plane and heading over to Tokyo Game Show - a first for him, and a first for one of our games. He will be spending one week on the ground in Tokyo, showcasing the game and meeting with various developers. You can expect some interesting photos appearing on the HacknetOS twitter account!
PAX Prime Was A Blast!
Last week we spent three days in Seattle at PAX Prime, and it was an absolute blast! It was great when some of the Hacknet fans came up to meet and chat with Matt, and we were really excited to see new fans test the game and pick up a copy to take home. To everyone who stopped by, thanks for coming and celebrating with us! We'll post up the TGS info when we get it, but otherwise our next big show will be PAX Australia.
That's about if for this update. Speak to you all soon!
Today we have an update the goes into the current bugs in the game, and how you can help us squash them, a little post-PAX Prime report, and some information about Tokyo Game Show. Let's get right to it.
The Bugs
We want to thank everyone for being super understanding in regards to the bugs that have cropped up since launch. Being an extremely small team, we ran Hacknet through it's paces on as many systems as we could before launch, but when the game landed in the hands of you lovely people, some unforeseen issues cropped up. While Matt has been working tirelessly on eliminating as many of these as possible, his time has been limited due to the SimTect conference, followed by PAX Prime. Despite being away from the forums, Matt has been coding and testing around the clock, even on the plane ride to and from the US!
The big issue that we are tackling in the next 10 days in the save game issue. A number of people have lost their saves due to an error, and the reason it is taking us longer than expected to rectify the issue is that the changes we make will effect every player, and without proper testing, that could lead to everyone losing their save progress. This is something we want to avoid, so we have been trialing and testing various methods to ensure that the fix will benefit the entire community, not just those who have lost their progress to date.
In the next few days, we would like to call on those currently effected by the save game issue to help us test the solution. If you are having issues (or if you want to take a punt and just help us test this, knowing your save could be compromised), please sign up via this Google Form so we can contact you with specific instructions, and grant you access to the testing branch on Steam.
After we have tested this satisfactorally with the help from our awesome community, we will roll out the update with a Steam announcement. Matt will then continue to work his way through the list of the other bugs that have come to our attention, but as it stands, the save game issue is currently our number one priority.
Tokyo Game Show
After the 10 days of intense programming, Matt will be jumping on a plane and heading over to Tokyo Game Show - a first for him, and a first for one of our games. He will be spending one week on the ground in Tokyo, showcasing the game and meeting with various developers. You can expect some interesting photos appearing on the HacknetOS twitter account!
PAX Prime Was A Blast!
Last week we spent three days in Seattle at PAX Prime, and it was an absolute blast! It was great when some of the Hacknet fans came up to meet and chat with Matt, and we were really excited to see new fans test the game and pick up a copy to take home. To everyone who stopped by, thanks for coming and celebrating with us! We'll post up the TGS info when we get it, but otherwise our next big show will be PAX Australia.
That's about if for this update. Speak to you all soon!
We took your feedback and created ways for you to defy the RNG Gods! Now when you die it's 60% more YOUR fault! Vents, Breaking Upgrades, Radiation... nothing can stop you... probably... maybe!
Also this is a chance to see how good you guys do as design consultants. We took a LOT of your feedback on VENTS and BREAKING UPGRADES so your job hangs in the balance of the reaction we get ;)
For those on the "Future" branch this is simply v0.23 & v0.24. Thanks for helping us test it! We'll have new updates for you in not too long.
Please let us know your thoughts/feedback on any of these things below!
Reworked upgrade breaking for a second time: now mission based, visible “failure probability”, no increase if not used, will change states in diagnostic report after mission.
Vents now show up as an overlay on both Drone View & Schematic View
Age on ships now has description next to it to better illustrate difficulty
Tow upgrade can now be created/assembled
Confirmation dialog when you reset from within a mission
Difficulty options (Early Access) ability to turn off Radiation, Vent spawning, & Destroyed drones in narrow rooms, for now
Change: ‘destruct’ command requires confirmation
Minor Change: Reworked mission summary window to be a little clearer
Mines now blow things up better
Stuns are now more reliable
Added: New option to enable running the game in the background (possible unstable)
Added: Option to reset the previous Best Days Survived back to 0 (goes hand-in-hand with fix, so that previous Best Days values can be reset by player if they want clean data)
Fix: Removed exploit where player could teleport into game and bypass the mission start logic
Fix: Multiple issues with the Reroute Ship Upgrade to make more stable/reliable
Fix: prevent SOME cases where the boarding ship doesn’t show after re-docking
Fix: Previous Best Days Survived was an inflated number. This fixes FUTURE best plays, but is unable to correct the bad previous best days info currently stored in players’ data.
Fix: Grey Goo objective step that requires all rooms in a Space Station to be scanned was mistakenly also requiring that the boarding ship be scanned, as well.
Fix: Multiple “Internal Processing Errors”. These errors can happen in many ways, and this is not a comprehensive fix of all possible errors. Continue to report these along with the output log and command used.
Minor Fix: Various typos, particularly in the tutorial
Minor: New probe overlay more of a programmer smiley face :)
Repaired upgrades don’t have a chance to error/break as quickly
When drone’s video signal is restored there’s now an audio queue and text is colored
Outposts: hint to use Transporter first time in, reminder if player tries to “redock”
Fix: Drone config bugs: “ERROR” drones and missing drones in the Boarding Configuration Window after turning 1 or more drones to scrap in Modifications window (required specific steps)
Fix: Drone upgrade bugs: after trading away upgrades, issues in the Boarding Configuration Window (required specific steps)
Fix: Correctly showing logs (some were appearing as blank)
Fix: One case of the “Internal Error Processing Command” when typing gather/gather all.
Fix: Ship upgrades now cost the same as their scrap value
Thanks!
-Tim (Duskers creator guy)
(please note: in the video I say 1 week when it's been 2, but I made most of the video a week ago and decided the breaking upgrades needed a second pass, and then replaced that section)
We took your feedback and created ways for you to defy the RNG Gods! Now when you die it's 60% more YOUR fault! Vents, Breaking Upgrades, Radiation... nothing can stop you... probably... maybe!
Also this is a chance to see how good you guys do as design consultants. We took a LOT of your feedback on VENTS and BREAKING UPGRADES so your job hangs in the balance of the reaction we get ;)
For those on the "Future" branch this is simply v0.23 & v0.24. Thanks for helping us test it! We'll have new updates for you in not too long.
Please let us know your thoughts/feedback on any of these things below!
Reworked upgrade breaking for a second time: now mission based, visible “failure probability”, no increase if not used, will change states in diagnostic report after mission.
Vents now show up as an overlay on both Drone View & Schematic View
Age on ships now has description next to it to better illustrate difficulty
Tow upgrade can now be created/assembled
Confirmation dialog when you reset from within a mission
Difficulty options (Early Access) ability to turn off Radiation, Vent spawning, & Destroyed drones in narrow rooms, for now
Change: ‘destruct’ command requires confirmation
Minor Change: Reworked mission summary window to be a little clearer
Mines now blow things up better
Stuns are now more reliable
Added: New option to enable running the game in the background (possible unstable)
Added: Option to reset the previous Best Days Survived back to 0 (goes hand-in-hand with fix, so that previous Best Days values can be reset by player if they want clean data)
Fix: Removed exploit where player could teleport into game and bypass the mission start logic
Fix: Multiple issues with the Reroute Ship Upgrade to make more stable/reliable
Fix: prevent SOME cases where the boarding ship doesn’t show after re-docking
Fix: Previous Best Days Survived was an inflated number. This fixes FUTURE best plays, but is unable to correct the bad previous best days info currently stored in players’ data.
Fix: Grey Goo objective step that requires all rooms in a Space Station to be scanned was mistakenly also requiring that the boarding ship be scanned, as well.
Fix: Multiple “Internal Processing Errors”. These errors can happen in many ways, and this is not a comprehensive fix of all possible errors. Continue to report these along with the output log and command used.
Minor Fix: Various typos, particularly in the tutorial
Minor: New probe overlay more of a programmer smiley face :)
Repaired upgrades don’t have a chance to error/break as quickly
When drone’s video signal is restored there’s now an audio queue and text is colored
Outposts: hint to use Transporter first time in, reminder if player tries to “redock”
Fix: Drone config bugs: “ERROR” drones and missing drones in the Boarding Configuration Window after turning 1 or more drones to scrap in Modifications window (required specific steps)
Fix: Drone upgrade bugs: after trading away upgrades, issues in the Boarding Configuration Window (required specific steps)
Fix: Correctly showing logs (some were appearing as blank)
Fix: One case of the “Internal Error Processing Command” when typing gather/gather all.
Fix: Ship upgrades now cost the same as their scrap value
Thanks!
-Tim (Duskers creator guy)
(please note: in the video I say 1 week when it's been 2, but I made most of the video a week ago and decided the breaking upgrades needed a second pass, and then replaced that section)