Hacknet - Surprise Attack


Hacknet has been nominated for Game of the Year on both Indie DB and Kotaku!
We want to thank everyone who's been playing and enjoying the game.

Unfortunately we can't Hack the polls so we really need your help to win this!
You can vote HERE for Indie DB and HERE for Kotaku.

If you create an account on Indie DB the vote counts 10 times the amount as a anonymous vote.

Thanks again for the support and see you soon.

Cheers,

Steve - Community Manager
Hacknet - Fellow Traveller


Hacknet has been nominated for Game of the Year on both Indie DB and Kotaku!
We want to thank everyone who's been playing and enjoying the game.

Unfortunately we can't Hack the polls so we really need your help to win this!
You can vote HERE for Indie DB and HERE for Kotaku.

If you create an account on Indie DB the vote counts 10 times the amount as a anonymous vote.

Thanks again for the support and see you soon.

Cheers,

Steve - Community Manager
Duskers - Misfits Attic
Video explaining the update HERE

This update is all about the ships... commandeering them really. We've added some "permanent" ship upgrades that are specific to certain ship types, some ships recharge more P-fuel, new ship icons for each type, Fuel Depots, etc. etc. Much more but the list is below :)

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 "[v0.292]" at the beginning of the title.

(WARNING: things are most stable if you start a new run (Reset) after updating. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.29
  • Added: 5 permanent ship upgrades types. They are new (never before seen), specific to certain ship types, and are fixed (can’t be uninstalled, purchased, etc).
  • Change: A ship’s rechargeable P-Fuel maximum varies from ship to ship. Use the ‘info’ command on a fuel access point to see ship’s max.
  • Added: Ability to see new ship’s maximum scrap capacity BEFORE boarding
  • Major Change: Brand new Commandeer UI with more information to aid in comparing old and new ships
  • Added: New ship icons added for various ship types on various UIs
  • Major Change: Not all ship types can be commandeered. Specifically Space Stations and Fuel Depots.
  • Added: Fuel Depots (derelict type)
  • Major Change: Slots for installed ship upgrades break over time (not just the ship upgrades, themselves). Can be repaired when not fully broken from the Modification UI.
  • Commandeered ship slots start in varying health states.
  • Fix: Any 0HP drones in the fleet when boarding are DISABLED when a ship is boarded. A warning message is displayed if one or more drones in fleet in this condition (message can be turned off under the Difficulty submenu).
  • Fix: Using the teleporter or Transporter will avoid enemies in a room (will place you in a location not occupied by an enemy)
  • Change: Transporter now only takes wear and tear if actually used (using the ‘transport’ command)
  • Minor Add: Hints for beginners on usage for three of the normal ship upgrades (Power manager, Reroute Power, and Transport [in addition to the Transport hint specific to Outposts])
  • Added: New Modification Menu updates for new ship mods and to repair ship upgrade slots
  • Minor Change: Orbit lines in a system view now a little less erratic (objects tend to orbit in the same direction). Only applies on existing players after a Reset or Clear, and only affects the UI (no game logic changes).
  • Minor Change: On the Commandeer UI, Use ENTER and ESC instead of the O and C keys
  • Fix: Slime-only galaxies (where entire galaxy has only slime on all ships) is fixed
  • Fix: Sometimes a drone looted from one ship was missing in the boarding fleet when visiting the next ship.
  • Minor Fix: Modification UI now shows the maximum scrap allowed on your ship
  • Minor Fix: Allow items to be scrapped even when they would exceed the maximum scrap allowed so that any small remaining room in scrap can be filled (anything above the max capacity will be lost - you will get a warning before losing the excess scrap)
  • Minor Fix: Using CTRL+DOWN in the Console after having typed a partial command clears the command line (instead of moving to the top of the history).
  • Minor Warning: If you are still on the Halloween skin, you will be changed back to Default in this version. You are welcome to change the skin back to Halloween if you still want to play with that look.

  • Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
  • Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
  • Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
  • Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
  • Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
  • Fix: Choose a starting ship (for the player) to be of a type that is commanderable
  • Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
  • Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
  • Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
  • Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
  • Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered

  • Minor Fix: When towing conflict occurs, use drone names rather than ID to avoid command confusion
  • Minor Fix: Items that had been seen but not scanned were being reported on shipscan
  • Minor Add: Color to "{perm}" in 'info' (for perm ship upgrades) to make easier to see

Thanks!

-Tim (Duskers creator guy)
Duskers - Misfits Attic
Video explaining the update HERE

This update is all about the ships... commandeering them really. We've added some "permanent" ship upgrades that are specific to certain ship types, some ships recharge more P-fuel, new ship icons for each type, Fuel Depots, etc. etc. Much more but the list is below :)

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 "[v0.292]" at the beginning of the title.

(WARNING: things are most stable if you start a new run (Reset) after updating. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.29
  • Added: 5 permanent ship upgrades types. They are new (never before seen), specific to certain ship types, and are fixed (can’t be uninstalled, purchased, etc).
  • Change: A ship’s rechargeable P-Fuel maximum varies from ship to ship. Use the ‘info’ command on a fuel access point to see ship’s max.
  • Added: Ability to see new ship’s maximum scrap capacity BEFORE boarding
  • Major Change: Brand new Commandeer UI with more information to aid in comparing old and new ships
  • Added: New ship icons added for various ship types on various UIs
  • Major Change: Not all ship types can be commandeered. Specifically Space Stations and Fuel Depots.
  • Added: Fuel Depots (derelict type)
  • Major Change: Slots for installed ship upgrades break over time (not just the ship upgrades, themselves). Can be repaired when not fully broken from the Modification UI.
  • Commandeered ship slots start in varying health states.
  • Fix: Any 0HP drones in the fleet when boarding are DISABLED when a ship is boarded. A warning message is displayed if one or more drones in fleet in this condition (message can be turned off under the Difficulty submenu).
  • Fix: Using the teleporter or Transporter will avoid enemies in a room (will place you in a location not occupied by an enemy)
  • Change: Transporter now only takes wear and tear if actually used (using the ‘transport’ command)
  • Minor Add: Hints for beginners on usage for three of the normal ship upgrades (Power manager, Reroute Power, and Transport [in addition to the Transport hint specific to Outposts])
  • Added: New Modification Menu updates for new ship mods and to repair ship upgrade slots
  • Minor Change: Orbit lines in a system view now a little less erratic (objects tend to orbit in the same direction). Only applies on existing players after a Reset or Clear, and only affects the UI (no game logic changes).
  • Minor Change: On the Commandeer UI, Use ENTER and ESC instead of the O and C keys
  • Fix: Slime-only galaxies (where entire galaxy has only slime on all ships) is fixed
  • Fix: Sometimes a drone looted from one ship was missing in the boarding fleet when visiting the next ship.
  • Minor Fix: Modification UI now shows the maximum scrap allowed on your ship
  • Minor Fix: Allow items to be scrapped even when they would exceed the maximum scrap allowed so that any small remaining room in scrap can be filled (anything above the max capacity will be lost - you will get a warning before losing the excess scrap)
  • Minor Fix: Using CTRL+DOWN in the Console after having typed a partial command clears the command line (instead of moving to the top of the history).
  • Minor Warning: If you are still on the Halloween skin, you will be changed back to Default in this version. You are welcome to change the skin back to Halloween if you still want to play with that look.

  • Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
  • Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
  • Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
  • Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
  • Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
  • Fix: Choose a starting ship (for the player) to be of a type that is commanderable
  • Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
  • Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
  • Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
  • Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
  • Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered

  • Minor Fix: When towing conflict occurs, use drone names rather than ID to avoid command confusion
  • Minor Fix: Items that had been seen but not scanned were being reported on shipscan
  • Minor Add: Color to "{perm}" in 'info' (for perm ship upgrades) to make easier to see

Thanks!

-Tim (Duskers creator guy)
Duskers - Misfits Attic
Just some quick fixes to the v0.29 pushed out into the "future" branch earlier this week. Thanks for testing and please let us know if there are other issues!

  • Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
  • Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
  • Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
  • Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
  • Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
  • Fix: Choose a starting ship (for the player) to be of a type that is commanderable
  • Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
  • Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
  • Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
  • Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
  • Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered
Duskers - Misfits Attic
Just some quick fixes to the v0.29 pushed out into the "future" branch earlier this week. Thanks for testing and please let us know if there are other issues!

  • Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
  • Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
  • Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
  • Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
  • Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
  • Fix: Choose a starting ship (for the player) to be of a type that is commanderable
  • Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
  • Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
  • Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
  • Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
  • Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered
Duskers - Misfits Attic
Duskers - Misfits Attic
Nov 20, 2015
Hacknet - Orann
Pax Aus is over, and I wanted to give everyone an update on what's going on, and what's coming next.

Mac and Linux Ports
The ports are on their way - using the amazing FNA libraries and being ported by flibit himself! Hopefully this will not only make it available to more people (and playable on more computers for everyone that already owns it), but it should fix some crash on startup, fullscreen, and other issues too! We're hoping to have the port done, tested and out in a few weeks.

Alienware FX
Alienware were kind enough to provide some laptops to demo Hacknet on at Pax, and to make it look cooler, I hooked up every theme in Hacknet, and some events to their hardware lighting system. If you have an Alienware system, you should see some stuff like this:



Future
I've rolled out some small patches since the last update to fix some issues that affected some people, and i'm planning on continuing this as soon as we've moved over to the new FNA branch for the ports. I'm also working on a special education build of Hacknet to put in schools and universities - to teach students terminal and computer science basics. If you are, or know anyone that's interested in this, let me know: matt@hacknet-os.com.

I'm also looking into mod support, which is a priority, and multiplayer, which is still a fair way off. There's also big plans for translations of Hacknet, that'll come with some extra content in it too.

More soon.

Matt - Developer
Nov 20, 2015
Hacknet - Orann
Pax Aus is over, and I wanted to give everyone an update on what's going on, and what's coming next.

Mac and Linux Ports
The ports are on their way - using the amazing FNA libraries and being ported by flibit himself! Hopefully this will not only make it available to more people (and playable on more computers for everyone that already owns it), but it should fix some crash on startup, fullscreen, and other issues too! We're hoping to have the port done, tested and out in a few weeks.

Alienware FX
Alienware were kind enough to provide some laptops to demo Hacknet on at Pax, and to make it look cooler, I hooked up every theme in Hacknet, and some events to their hardware lighting system. If you have an Alienware system, you should see some stuff like this:



Future
I've rolled out some small patches since the last update to fix some issues that affected some people, and i'm planning on continuing this as soon as we've moved over to the new FNA branch for the ports. I'm also working on a special education build of Hacknet to put in schools and universities - to teach students terminal and computer science basics. If you are, or know anyone that's interested in this, let me know: matt@hacknet-os.com.

I'm also looking into mod support, which is a priority, and multiplayer, which is still a fair way off. There's also big plans for translations of Hacknet, that'll come with some extra content in it too.

More soon.

Matt - Developer
...