Sep 23, 2016
Event[0] - LeonardOcelot
* Bugfix: controller inputs will be ignored and won't block the player in the menu anymore
* Bugfix: no more issue if a savable item is enabled during a save (crash fixed)
* Bugfix: obstructed a hole in the hull behind Nandi's bed
* Bugfix: collider swap fixed, no more going through walls during endings
* Bugfix: garden airlock door blocked after save bug is fixed
* Bugfix: main terminal screen in red mode is now readable
* Menu option added: disable mouse smoothing
* Fixed a number of typos
* Minor update of localization files
* New KZ VACC model for people who've been asking how Kaizen kept the ship clean
* Update of the AI content with new words and tweak of priorities and input to fix some answers popping out of nowhere
* The game now saves at the end of the Intro
* AR added to some objects
* Minor lighting fixes
* You can now access a public "beta" branch from the beta tab (right click on the game, properties)
* BETA: French language available
* BETA: Unlocked more logs to help fix exotic bugs that cannot be reproduced
Sep 23, 2016
Event[0] - LeonardOcelot
* Bugfix: controller inputs will be ignored and won't block the player in the menu anymore
* Bugfix: no more issue if a savable item is enabled during a save (crash fixed)
* Bugfix: obstructed a hole in the hull behind Nandi's bed
* Bugfix: collider swap fixed, no more going through walls during endings
* Bugfix: garden airlock door blocked after save bug is fixed
* Bugfix: main terminal screen in red mode is now readable
* Menu option added: disable mouse smoothing
* Fixed a number of typos
* Minor update of localization files
* New KZ VACC model for people who've been asking how Kaizen kept the ship clean
* Update of the AI content with new words and tweak of priorities and input to fix some answers popping out of nowhere
* The game now saves at the end of the Intro
* AR added to some objects
* Minor lighting fixes
* You can now access a public "beta" branch from the beta tab (right click on the game, properties)
* BETA: French language available
* BETA: Unlocked more logs to help fix exotic bugs that cannot be reproduced
Sep 16, 2016
Event[0] - krides
* Major fix: New dependencies to fix most common launch game breaking bugs
* Improved Y-axis smoothing in space and some other places
* The diary will rotate even after a reload
* Fix on Achievement "Nautilus is Yours" which may not have been triggered in some cases
* Updated database to fix some typos
Sep 16, 2016
Event[0] - LeonardOcelot
* Major fix: New dependencies to fix most common launch game breaking bugs
* Improved Y-axis smoothing in space and some other places
* The diary will rotate even after a reload
* Fix on Achievement "Nautilus is Yours" which may not have been triggered in some cases
* Updated database to fix some typos
Sep 15, 2016
Event[0] - LeonardOcelot
* Fix on keyboard navigation, main menu
* Fixed Delivered on a Promise achievement
* Fixed minor save issues
* Fixed bug of the low-oxygen saving loop
* Removed "end of demo" shortcut
* Improved position smoothing
* Removed ITS number from video
* Use the Release version of WWise
Sep 15, 2016
Event[0] - LeonardOcelot
* Fix on keyboard navigation, main menu
* Fixed Delivered on a Promise achievement
* Fixed minor save issues
* Fixed bug of the low-oxygen saving loop
* Removed "end of demo" shortcut
* Improved position smoothing
* Removed ITS number from video
* Use the Release version of WWise
Hacknet - Orann


Hacknet - Labyrinths

Join a small team of elite hackers pulling off a complex series of data heists in Hacknet Labyrinths, a major expansion for Hacknet.
Adding a new 3-4 hour chapter to the game, Hacknet Labyrinths sees you recruited by the mysterious Kaguya to join a small team of elite hackers on the hunt for powerful new tools and programs.

But working with the best isn’t going to be easy. And as the series of heists increases in complexity and danger, you’re going to need to use everything at your team’s disposal to get in, get the job done, and get out.

Featuring new tools--such as the Memory Analyzer, capable of performing memory forensics on RAM--new programs, new networks to explore, new UI themes, new secrets to uncover in the original game, and a full new soundtrack, Labyrinths delivers more of the gameplay you loved in Hacknet along with some surprising new twists.

Coming late this year.




http://www.hacknet-os.com
Hacknet - Orann


Hacknet - Labyrinths

Join a small team of elite hackers pulling off a complex series of data heists in Hacknet Labyrinths, a major expansion for Hacknet.
Adding a new 3-4 hour chapter to the game, Hacknet Labyrinths sees you recruited by the mysterious Kaguya to join a small team of elite hackers on the hunt for powerful new tools and programs.

But working with the best isn’t going to be easy. And as the series of heists increases in complexity and danger, you’re going to need to use everything at your team’s disposal to get in, get the job done, and get out.

Featuring new tools--such as the Memory Analyzer, capable of performing memory forensics on RAM--new programs, new networks to explore, new UI themes, new secrets to uncover in the original game, and a full new soundtrack, Labyrinths delivers more of the gameplay you loved in Hacknet along with some surprising new twists.

Coming late this year.




http://www.hacknet-os.com
Jul 7, 2016
Duskers - Misfits Attic
Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

Please let us know your thoughts/feedback on any of these things 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 "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. 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)

V1.04

  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.

-Tim (Duskers Creator Guy)
Jul 7, 2016
Duskers - Misfits Attic
Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

Please let us know your thoughts/feedback on any of these things 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 "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. 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)

V1.04

  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.

-Tim (Duskers Creator Guy)
...