As usual, 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).
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 "[v0.38]" 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)
Please let us know your thoughts/feedback on any of these things below!
As usual, 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).
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 "[v0.38]" 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)
Please let us know your thoughts/feedback on any of these things below!
It's been an amazing 9 months in Early Access with you guys, even longer with some of you that were playing before Steam. Now it's time to get Duskers out to the rest of the word and we could use your help. First, by reporting any bugs/issues in the "Future" branch.
Second, if you think Duskers is worth the price, over the next few weeks let people know! You're our marketing dept, and we sure would like to make a third game :) We're also hoping we can add more to Duskers post 1.0, we have a long list!
Anyway, the game wouldn't be what it was without you guys, just look at threads like THIS where you helped us fix a major design problem with over 200 messages in that thread :)
So thanks for all the love & support, now let's get this game out to the public :)
It's been an amazing 9 months in Early Access with you guys, even longer with some of you that were playing before Steam. Now it's time to get Duskers out to the rest of the word and we could use your help. First, by reporting any bugs/issues in the "Future" branch.
Second, if you think Duskers is worth the price, over the next few weeks let people know! You're our marketing dept, and we sure would like to make a third game :) We're also hoping we can add more to Duskers post 1.0, we have a long list!
Anyway, the game wouldn't be what it was without you guys, just look at threads like THIS where you helped us fix a major design problem with over 200 messages in that thread :)
So thanks for all the love & support, now let's get this game out to the public :)
As usual, 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).
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 "[v0.35]" 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)
Please let us know your thoughts/feedback on any of these things below!
As usual, 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).
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 "[v0.35]" 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)
Please let us know your thoughts/feedback on any of these things below!
As usual, 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).
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 "[v0.34]" 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)
Please let us know your thoughts/feedback on any of these things below!
As usual, 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).
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 "[v0.34]" 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)
Please let us know your thoughts/feedback on any of these things below!
As usual, 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).
This update tweaks the challenges, adds a lot of new story, a whole lot of fixes and a few features that players have asked for (even a sortof soft reset for those that hate permadeath). Full list 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 "[v0.33]" 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)
Please let us know your thoughts/feedback on any of these things below!
Special Add: As we wrap up v1.0, we’re still having some issues with Slots - particularly after commandeering another ship. Sometimes a slot is empty, but won’t allow upgrades to be installed. As we work to fix that, we’ve added some auto-data-validation logic on the main menu that specifically checks for slot errors. If you are in a game and cannot install into a slot, exit to the main menu. The auto-validate/fix is silent. Simply exit to the main menu, then back in game. We’d love to hear if that fixes most/all the issues, and we can make it better so you don’t have to go to the main menu to fix :)
Major Add: New Game Over print out. Compare with run with your last 5 best runs. Only those runs played AFTER this update will be tracked and on the list.
Major Add: More scrap on the Daily Challenge!
Add: New rare DV color
Major Change: Weekly challenge is now scored as you play! There’s a bonus for reaching the end (Stargate). You can tell if another player has not yet completed the Challenge if their score is dim. We hope this change encourages more play on the Weekly!
Add: a whole lot more story
Fix: Swarm sounds can be heard through walls once again! Add: Scroll around in Console using SHIFT + arrow keys. PgUp/PgDown still work to do the same.
Add: CTRL + A moves to beginning of line in Console, CTRL + E moves to end of line in Console
Add: CTRL+BACKSPACE to delete the previous word in the Console Change: CTRL + U now only deletes the text before the cursor (as opposed to the entire line)
Add: Show Auto-show the help manual on the start of a player’s 4th run, open to the Strategy section
Add: Message the first time the Weekly Challenge is played to tell the player what the goal is :D
Add: “Game Over” detection on Weekly Challenge when out of fuel and can’t play further. Similar, but less binding message being tested on a regular Universe. In that case the message will tell you you are out of fuel, but allows you to say in game, if you so desire.
Add: A “Soft Reset”. OK, so we know some of you “cheat” and kill the game when it looks like you will lose so you can get your equipment back. Sigh. We’ve now enshrined that in a feature called “Soft Reset”. You must enable it under Options, and can then access it from the pause menu in-game and if you die. It’s like an airbag for Duskers. Again, I say, sigh :)
Add: Mod text to help manual
Add: Pressing the HOME key will return you to your ship (ex: if viewing another system/galaxy)
Add: Yet more sounds!
Minor Add: Refer player to help manual if upgrade can have mods when using ‘help UPGRADE’ in console
Minor Add: Sound when SV is panned all the way to the edge of the viewable area
Minor Add: Show player’s ship name on Ship UI window
Minor Add: A couple Strategy notes to the Help Manual
Minor Add: More credits :D
Major Change: The moment you start the Daily Challenge a 0 will be posted to Steam! It is a temporary score until you complete the challenge (and other players will see your entry as DIM so they know you are playing). This is to protect against players playing the Challenge, then killing the game before a score is posted, then playing again for a better score :)
Change: Pulse Shield overlay when active
Change: Flicker SV off/on a short time before the SV visual goes offline as a warning
Minor Change: Made the selection lines more faint on the Universe view because they were conflicting with the travel lines.
Minor Change: When showing new Galaxy (during a jump) now flashing the shortcut key IN ADDITION to the line/node
Minor Change: Play Interface connect/disconnect sound in both views (was just SV before)
Minor Change: Place Reset option at the top of the menu after the Game Over printout
Fix: Change internal graphic settings so that (hopefully) the various DVs look the same on all computers.
Fix: Sometimes doors were not showing powered color state in DV if they were discovered (and blinking) at the same time the power was turned on
Fix: Ship upgrades on Modification UI were showing wrong color states
Fix: Commandeering a ship with less P-Fuel than player currently had would give player more P-Fuel than their ship could hold.
Fix: (MAYBE!) Took a good shot at keeping disabled/dead drones from showing shields, if they have that upgrade. This issue has been elusive over the last year, but I hope this is the final solution :)
Fix: If player tried to jump to a NEW galaxy, jut then changed their mind and instead jumped to an EXISTING one, the data was flagging the new galaxy as visited, though it never had been.
Fix: Prevent the docked airlock from failing (door no longer responding event)
Fix: Noise setting wasn’t applying correctly in-game (was always on, no matter what value it was set to)
Fix: Using the Swap UI between drones with different number of slots could cause the cursor to be “lost” on the drone with fewer slots until it was moved into view
Fix: Adjust internal Hint position if game toggled between FS/Windowed so next Hint would be properly placed
Fix: Additional fixes where turret sound kept playing when player died in battle
Fix: Ignore case when specifying a ship upgrade to tow. Also allow partial names to be used.
Fix: When using ‘sonic’ right after moving, it would be detected as moving and cancel the upgrade right-away
Fix: Hide Turret overlay in SV when redocking ship
Minor Fix: Show ‘min’ when console maximized
Minor Fix: Moving the cursor through the command line causes the selected character to look weird
Minor Fix: Auto-close Swap UI if opening the Steam overlay. Was causing conflicts with the game pausing when in the state.
Minor Fix: ‘R1’ text wasn’t reorienting when moving the docking bay
Minor Fix: Pause motion sound when Pause Menu open
Minor Fix: “Blind Hint” (hint when scan results inconclusive) was showing between two rooms that were BOTH inconclusive
Minor Fix: Name on System/Galaxy view was showing the wrong values (the one on the main screen area). Was also showing on the Universe screen, but wasn’t supposed to be there at all.
Minor Fix: When setting Stealth while in DV, then switching to SV and back to DV, the stealth would be brighter. More going for a roe subtle look to the stealth overlay
Minor Fix: When towing a ship upgrade while on the SV, it wasn’t stuttering like the rest of the moving UI elements
Minor Fix: Help Manual didn’t show help for all known drone upgrades when game first opened. Needed to enter the galaxy (Play Game) for them to be correctly updated
Minor Fix: The game could crash in rare cases on certain boarding logs
Minor Fix: Airlock vacuum sound playing when opening the airlock attached to the docking ship
Minor Fix: When drone ‘navigate’ing and ‘tow’ing, was playing the sound incorrectly
Minor Fix: If a patrol bot was firing at a sensor when it was vented, there would be weird “streaks” in the room
Minor Fix: The lootable drones (non-fleet drones) still had an old model we used during early development. In some cases, that model would be left behind when the drone was vented out of an airlock
As usual, 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).
This update tweaks the challenges, adds a lot of new story, a whole lot of fixes and a few features that players have asked for (even a sortof soft reset for those that hate permadeath). Full list 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 "[v0.33]" 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)
Please let us know your thoughts/feedback on any of these things below!
Special Add: As we wrap up v1.0, we’re still having some issues with Slots - particularly after commandeering another ship. Sometimes a slot is empty, but won’t allow upgrades to be installed. As we work to fix that, we’ve added some auto-data-validation logic on the main menu that specifically checks for slot errors. If you are in a game and cannot install into a slot, exit to the main menu. The auto-validate/fix is silent. Simply exit to the main menu, then back in game. We’d love to hear if that fixes most/all the issues, and we can make it better so you don’t have to go to the main menu to fix :)
Major Add: New Game Over print out. Compare with run with your last 5 best runs. Only those runs played AFTER this update will be tracked and on the list.
Major Add: More scrap on the Daily Challenge!
Add: New rare DV color
Major Change: Weekly challenge is now scored as you play! There’s a bonus for reaching the end (Stargate). You can tell if another player has not yet completed the Challenge if their score is dim. We hope this change encourages more play on the Weekly!
Add: a whole lot more story
Fix: Swarm sounds can be heard through walls once again! Add: Scroll around in Console using SHIFT + arrow keys. PgUp/PgDown still work to do the same.
Add: CTRL + A moves to beginning of line in Console, CTRL + E moves to end of line in Console
Add: CTRL+BACKSPACE to delete the previous word in the Console Change: CTRL + U now only deletes the text before the cursor (as opposed to the entire line)
Add: Show Auto-show the help manual on the start of a player’s 4th run, open to the Strategy section
Add: Message the first time the Weekly Challenge is played to tell the player what the goal is :D
Add: “Game Over” detection on Weekly Challenge when out of fuel and can’t play further. Similar, but less binding message being tested on a regular Universe. In that case the message will tell you you are out of fuel, but allows you to say in game, if you so desire.
Add: A “Soft Reset”. OK, so we know some of you “cheat” and kill the game when it looks like you will lose so you can get your equipment back. Sigh. We’ve now enshrined that in a feature called “Soft Reset”. You must enable it under Options, and can then access it from the pause menu in-game and if you die. It’s like an airbag for Duskers. Again, I say, sigh :)
Add: Mod text to help manual
Add: Pressing the HOME key will return you to your ship (ex: if viewing another system/galaxy)
Add: Yet more sounds!
Minor Add: Refer player to help manual if upgrade can have mods when using ‘help UPGRADE’ in console
Minor Add: Sound when SV is panned all the way to the edge of the viewable area
Minor Add: Show player’s ship name on Ship UI window
Minor Add: A couple Strategy notes to the Help Manual
Minor Add: More credits :D
Major Change: The moment you start the Daily Challenge a 0 will be posted to Steam! It is a temporary score until you complete the challenge (and other players will see your entry as DIM so they know you are playing). This is to protect against players playing the Challenge, then killing the game before a score is posted, then playing again for a better score :)
Change: Pulse Shield overlay when active
Change: Flicker SV off/on a short time before the SV visual goes offline as a warning
Minor Change: Made the selection lines more faint on the Universe view because they were conflicting with the travel lines.
Minor Change: When showing new Galaxy (during a jump) now flashing the shortcut key IN ADDITION to the line/node
Minor Change: Play Interface connect/disconnect sound in both views (was just SV before)
Minor Change: Place Reset option at the top of the menu after the Game Over printout
Fix: Change internal graphic settings so that (hopefully) the various DVs look the same on all computers.
Fix: Sometimes doors were not showing powered color state in DV if they were discovered (and blinking) at the same time the power was turned on
Fix: Ship upgrades on Modification UI were showing wrong color states
Fix: Commandeering a ship with less P-Fuel than player currently had would give player more P-Fuel than their ship could hold.
Fix: (MAYBE!) Took a good shot at keeping disabled/dead drones from showing shields, if they have that upgrade. This issue has been elusive over the last year, but I hope this is the final solution :)
Fix: If player tried to jump to a NEW galaxy, jut then changed their mind and instead jumped to an EXISTING one, the data was flagging the new galaxy as visited, though it never had been.
Fix: Prevent the docked airlock from failing (door no longer responding event)
Fix: Noise setting wasn’t applying correctly in-game (was always on, no matter what value it was set to)
Fix: Using the Swap UI between drones with different number of slots could cause the cursor to be “lost” on the drone with fewer slots until it was moved into view
Fix: Adjust internal Hint position if game toggled between FS/Windowed so next Hint would be properly placed
Fix: Additional fixes where turret sound kept playing when player died in battle
Fix: Ignore case when specifying a ship upgrade to tow. Also allow partial names to be used.
Fix: When using ‘sonic’ right after moving, it would be detected as moving and cancel the upgrade right-away
Fix: Hide Turret overlay in SV when redocking ship
Minor Fix: Show ‘min’ when console maximized
Minor Fix: Moving the cursor through the command line causes the selected character to look weird
Minor Fix: Auto-close Swap UI if opening the Steam overlay. Was causing conflicts with the game pausing when in the state.
Minor Fix: ‘R1’ text wasn’t reorienting when moving the docking bay
Minor Fix: Pause motion sound when Pause Menu open
Minor Fix: “Blind Hint” (hint when scan results inconclusive) was showing between two rooms that were BOTH inconclusive
Minor Fix: Name on System/Galaxy view was showing the wrong values (the one on the main screen area). Was also showing on the Universe screen, but wasn’t supposed to be there at all.
Minor Fix: When setting Stealth while in DV, then switching to SV and back to DV, the stealth would be brighter. More going for a roe subtle look to the stealth overlay
Minor Fix: When towing a ship upgrade while on the SV, it wasn’t stuttering like the rest of the moving UI elements
Minor Fix: Help Manual didn’t show help for all known drone upgrades when game first opened. Needed to enter the galaxy (Play Game) for them to be correctly updated
Minor Fix: The game could crash in rare cases on certain boarding logs
Minor Fix: Airlock vacuum sound playing when opening the airlock attached to the docking ship
Minor Fix: When drone ‘navigate’ing and ‘tow’ing, was playing the sound incorrectly
Minor Fix: If a patrol bot was firing at a sensor when it was vented, there would be weird “streaks” in the room
Minor Fix: The lootable drones (non-fleet drones) still had an old model we used during early development. In some cases, that model would be left behind when the drone was vented out of an airlock