Shallow Space - Mawhrin-Skel
As promised another round of incremental updates to fix bugs introduced in 5.2 which was released last week.

A new BETA branch will shortly open up increasing the pace of the adding of new features and increasing overall stability by including a more regimented testing phase between the updates.

More details on this to follow.

Massive thanks to all those reporting the issues, please do keep those bug reports coming in!

Update 5.2.1 Change Log

- Fixes preventing player units from leaving playable area
- Fixes to range delimiting circle despawning
- Fixes to crash detecting mouseover text links

Update 5.2.2 Change Log

- Fixes to range delimiting circle despawning crash
- Fixes to double tapping camera focus when no fleet assigned

Update 5.2.3 Change Log

- Update transparency of various windows reduced
- Fixed selection issues after unit construction
- Fixed mission/context indicator visible for containers
- Fixed dialog/objective crash caused by save game prep
- Fixes to crash updating context panel buttons
Shallow Space - Mawhrin-Skel
As promised another round of incremental updates to fix bugs introduced in 5.2 which was released last week.

A new BETA branch will shortly open up increasing the pace of the adding of new features and increasing overall stability by including a more regimented testing phase between the updates.

More details on this to follow.

Massive thanks to all those reporting the issues, please do keep those bug reports coming in!

Update 5.2.1 Change Log

- Fixes preventing player units from leaving playable area
- Fixes to range delimiting circle despawning
- Fixes to crash detecting mouseover text links

Update 5.2.2 Change Log

- Fixes to range delimiting circle despawning crash
- Fixes to double tapping camera focus when no fleet assigned

Update 5.2.3 Change Log

- Update transparency of various windows reduced
- Fixed selection issues after unit construction
- Fixed mission/context indicator visible for containers
- Fixed dialog/objective crash caused by save game prep
- Fixes to crash updating context panel buttons
Nov 25, 2016
Shallow Space - Mawhrin-Skel
Good news, Update 5.2 is now available Commander!

Additional markings on the Battlegrid should aid perspective and understanding of the visible area.

The last week or so we have predominantly focused on hardening the codebase in preparation for Single Player campaign and Multiplayer - nothing exciting enough to talk about. But in addition, we've added some more useful markings to the Battlegrid; namely adjoining scanning circles for player/allied units and a range finder for the currently selected ship (or lead ship.)

Some very interesting feedback over on the Official forums as to what our priorities should be with 95% of voters saying they would enjoy MP but 80% of voters say that we should focus on the SP experience first. Who are we to argue with the Players?! So brace yourself for advancements in SP as we set our sights back on rolling in new content after another short round of bug fixes.

We expect to maintain a quick pace as we roll features, persistency and missions/encounters into the sandbox, but as mentioned, for the purposes of bug control, we'll likely open a separate Beta branch for the testing of the new SP features which will start to be introduced in 5.3 - more information on that to follow.

Cheers for the support and keep those bug reports coming in!

Update 5.2 Change Log

- Fixes further to stability
- Fixes to Ships sometimes spawning without weapons
- Fixes to Ship Builder UI appearance issue (post 5.4 upgrade)

- Added player/allied forces adjoining scanning circles
- Added Selected Ship 2D distance rulers

- Updated 'Jump Safe Area' markers
Nov 25, 2016
Shallow Space - Mawhrin-Skel
Good news, Update 5.2 is now available Commander!

Additional markings on the Battlegrid should aid perspective and understanding of the visible area.

The last week or so we have predominantly focused on hardening the codebase in preparation for Single Player campaign and Multiplayer - nothing exciting enough to talk about. But in addition, we've added some more useful markings to the Battlegrid; namely adjoining scanning circles for player/allied units and a range finder for the currently selected ship (or lead ship.)

Some very interesting feedback over on the Official forums as to what our priorities should be with 95% of voters saying they would enjoy MP but 80% of voters say that we should focus on the SP experience first. Who are we to argue with the Players?! So brace yourself for advancements in SP as we set our sights back on rolling in new content after another short round of bug fixes.

We expect to maintain a quick pace as we roll features, persistency and missions/encounters into the sandbox, but as mentioned, for the purposes of bug control, we'll likely open a separate Beta branch for the testing of the new SP features which will start to be introduced in 5.3 - more information on that to follow.

Cheers for the support and keep those bug reports coming in!

Update 5.2 Change Log

- Fixes further to stability
- Fixes to Ships sometimes spawning without weapons
- Fixes to Ship Builder UI appearance issue (post 5.4 upgrade)

- Added player/allied forces adjoining scanning circles
- Added Selected Ship 2D distance rulers

- Updated 'Jump Safe Area' markers
Shallow Space - Mawhrin-Skel
As promised, the last few days has seen a flurry of incremental updates bringing predominantly fixes and visual tweaks.

Feedback on the forums (both Official and Steam) regarding the stuff we should prioritise has yielded a potential change of tactics when we resume the adding of features next week. For more information on that - checkout the 'Player Polls' category over on the Official forums and while you're there, cast your vote!

Update 5.1.1 Change Log

- Updated movement lines and height lines so they are more visible
- Updated lens glare so it's less prominent
- Fixes to Carrier abilities
- Fixes to abilities causing crash

Update 5.1.2 Change Log

- Further stability fixes
- Fixed issue updating group tactical icons
- Fixes to wreckage spawning/despawning

Update 5.1.3 Change Log

- Further tweaks to line visibility
- Fixes to duplicate spawning issue
- Fixes to repeated hull critical warning
- Fixes further to tactical icon refreshing
- Fixes to creating hard group process
- Fixes to ships wiggling about when switching zones
Shallow Space - Mawhrin-Skel
As promised, the last few days has seen a flurry of incremental updates bringing predominantly fixes and visual tweaks.

Feedback on the forums (both Official and Steam) regarding the stuff we should prioritise has yielded a potential change of tactics when we resume the adding of features next week. For more information on that - checkout the 'Player Polls' category over on the Official forums and while you're there, cast your vote!

Update 5.1.1 Change Log

- Updated movement lines and height lines so they are more visible
- Updated lens glare so it's less prominent
- Fixes to Carrier abilities
- Fixes to abilities causing crash

Update 5.1.2 Change Log

- Further stability fixes
- Fixed issue updating group tactical icons
- Fixes to wreckage spawning/despawning

Update 5.1.3 Change Log

- Further tweaks to line visibility
- Fixes to duplicate spawning issue
- Fixes to repeated hull critical warning
- Fixes further to tactical icon refreshing
- Fixes to creating hard group process
- Fixes to ships wiggling about when switching zones
Nov 12, 2016
Shallow Space - Mawhrin-Skel
Good news, Update 5.1 is now available.


More massive changes under the hood, the game looks more vibrant as a result

We learnt a few lessons in the transition to 5.1. To address issues with the Linux build we needed to upgrade the core game engine to Unity 5.4.2 - this sadly broke a lot of the shaders and it took over a week to tweak and adjust, and get things back on track.

During that time, Update 5 had introduced some issues but by that point we were too busy with the upgrade to issue hotfixes. In future we're going to do more in-house testing before updates are released slowing things down a little but we'll also put online a 'bleeding edge' BETA branch for those happier to dive into the unknown.

As a result of the Unity upgrade there's another host of performance improvements, particularly on lower spec hardware and we've used the opportunity to brighten the game and give it more contrast so details such as hull customisation aren't lost to overpowering colour grading and darkness.

We've also fixed the bugs reported in Update 5.

As you can likely see, we're not quite done with that yet and will likely spend the next few days tweaking the visuals and bug hunting before continuing to add new features.

Cheers especially for your patience and for all the support and feedback!

Update 5.1 Change Log

- Update: Upgraded to Unity 5.4.2f
- Update: Replaced explosion VFX
- Added: Verbose loading
- Fixed crash switching between zones
- Fixed crash loading turret fire FX
- Fixed medium turrets always on fire
- Fixed large fleet icon onClick action
Nov 12, 2016
Shallow Space - Mawhrin-Skel
Good news, Update 5.1 is now available.


More massive changes under the hood, the game looks more vibrant as a result

We learnt a few lessons in the transition to 5.1. To address issues with the Linux build we needed to upgrade the core game engine to Unity 5.4.2 - this sadly broke a lot of the shaders and it took over a week to tweak and adjust, and get things back on track.

During that time, Update 5 had introduced some issues but by that point we were too busy with the upgrade to issue hotfixes. In future we're going to do more in-house testing before updates are released slowing things down a little but we'll also put online a 'bleeding edge' BETA branch for those happier to dive into the unknown.

As a result of the Unity upgrade there's another host of performance improvements, particularly on lower spec hardware and we've used the opportunity to brighten the game and give it more contrast so details such as hull customisation aren't lost to overpowering colour grading and darkness.

We've also fixed the bugs reported in Update 5.

As you can likely see, we're not quite done with that yet and will likely spend the next few days tweaking the visuals and bug hunting before continuing to add new features.

Cheers especially for your patience and for all the support and feedback!

Update 5.1 Change Log

- Update: Upgraded to Unity 5.4.2f
- Update: Replaced explosion VFX
- Added: Verbose loading
- Fixed crash switching between zones
- Fixed crash loading turret fire FX
- Fixed medium turrets always on fire
- Fixed large fleet icon onClick action
Shallow Space - Mawhrin-Skel
Good news, Update 5 has arrived!

This update focuses on adding the more intricate mechanics that will compliment both the singleplayer and multiplayer experiences.

In particular this update adds Shield Rebalancing, Subsystem Attack Mode, Engine Attack Mode and the Subsystem Targeting Ability. We've also added 20+ audio clips of an AI voice to compliment the UI.

http://shallow.space/wp-content/uploads/2016/11/Update-5.jpg
Combat is due to become far more gritty and intense during Update 5.

1. Subsystem Attack Mode
2. Engine Attack Mode
3. Subsystem Targeting Ability
4. Subsystem Targeting Window
5. Shield Widget

Shield Rebalancing

As we hinted before, Update 5 now gives you the ability to 'rebalance' any of the ships shields. You can do this by selecting your ship and clicking on any of the four shield segments of the shield widget (5) to the bottom right of the abilities panel.

This opens up a host of new tactical considerations as simply right-clicking on the enemy to attack them might not be the best option.

Normally, the enemy will come to you if they spot you and let them. Try and position your forces to absorb the assault from a single direction and the power of shield rebalancing will become immediately pronounced. You can then pincer the enemy forces more effectively causing further disruption to their offensive using engine and subsystem attack modes.

Note that you cannot rebalance the shields past their initial maximum.

Engine Targeting

In three dimensional warfare, denying the enemy the ability to move is absolutely critical. You can now target the assailants engines using 'Engine Attack Mode' causing them to vent plasma slowing them down to a crawl.

Engine Attack Mode is only possible when it's shields are down. If the shields are up while this targeting function is active, it will count as a normal attack. If the shields are down, there will be a chance to disable the targets engines and reduced damage will be applied (damage counter shown in yellow.)

Toggle the Engine Attack Mode button to return to Free Attack Mode.

Subsystem Targeting

Any ship can opt to target an assailants external subsystems which presently includes turrets using 'Subsystem Attack Mode.'

If you wish to specify the targeting parameters, that is, the order in which the turrets should be disabled; you should select a Capital ship and use the 'Subsystem Targeting' ability.

Using the ability will bring up a window similar to the Inventory window in which you can click on the turrets to queue them for destruction. In doing so a number will appear indicating their position in the queue. As the turrets are disabled they will automatically be removed from the queue.

Subsystem Attack Mode is only possible when a ships shields are down. It is however possible to assign targeting parameters for your fleet using the Subsystem Targeting Ability when the targets shield are up.

As with all Abilities, the Capital vessel does not need to be in the same Zone (or even orbiting the same planet) to call out target subsystems for the fleet. You must select a context target to use the Subsystem Targeting Ability (click on a AI unit with Capital ship selected.)

If the shields are up while Subsystem Attack Mode is active, it will count as a normal attack. If the shields are down reduced damage (shown as yellow damage counter) will be done to the targets subsystems unless using Precise weapons, in which full damage is done.

Toggle the Subsystem Attack Mode button to return to Free Attack Mode.

BETA Update 5.0 Changelog

- Added shield rebalancing via shield widget (bottom right of ability bar)
- Added attack mode: Free
- Added attack mode: Subsystems
- Added attack mode: Engines
- Added subsystem target window
- Added additional UI and tooltips to support attack types
- Added 20 AI voices
- Added voices to Abilities
- Added engine fire FX
- Added turret fire FX

- Fixed Status' given via Ability don't time out
- Fixes further to stats adjustment calculations
- Fixes to context windows closing on ship destruction
- Fixes to hang if using next/previous buttons in ship config if only one ship present in Zone
- Fixes to position and scale of Turrets on PLC Sadalbari Carrier
- Fixes to petty trade only giving first traded item
- Fixes to rare crash generating Battlecruiser

- Update - removed trading between zones restrictions temporarily to help with testing
- Update - added delay to ability buttons mouse over action
- Update - omidirectional/directional webifier abilities now affect rotation rather than speed
Shallow Space - Mawhrin-Skel
Good news, Update 5 has arrived!

This update focuses on adding the more intricate mechanics that will compliment both the singleplayer and multiplayer experiences.

In particular this update adds Shield Rebalancing, Subsystem Attack Mode, Engine Attack Mode and the Subsystem Targeting Ability. We've also added 20+ audio clips of an AI voice to compliment the UI.

http://shallow.space/wp-content/uploads/2016/11/Update-5.jpg
Combat is due to become far more gritty and intense during Update 5.

1. Subsystem Attack Mode
2. Engine Attack Mode
3. Subsystem Targeting Ability
4. Subsystem Targeting Window
5. Shield Widget

Shield Rebalancing

As we hinted before, Update 5 now gives you the ability to 'rebalance' any of the ships shields. You can do this by selecting your ship and clicking on any of the four shield segments of the shield widget (5) to the bottom right of the abilities panel.

This opens up a host of new tactical considerations as simply right-clicking on the enemy to attack them might not be the best option.

Normally, the enemy will come to you if they spot you and let them. Try and position your forces to absorb the assault from a single direction and the power of shield rebalancing will become immediately pronounced. You can then pincer the enemy forces more effectively causing further disruption to their offensive using engine and subsystem attack modes.

Note that you cannot rebalance the shields past their initial maximum.

Engine Targeting

In three dimensional warfare, denying the enemy the ability to move is absolutely critical. You can now target the assailants engines using 'Engine Attack Mode' causing them to vent plasma slowing them down to a crawl.

Engine Attack Mode is only possible when it's shields are down. If the shields are up while this targeting function is active, it will count as a normal attack. If the shields are down, there will be a chance to disable the targets engines and reduced damage will be applied (damage counter shown in yellow.)

Toggle the Engine Attack Mode button to return to Free Attack Mode.

Subsystem Targeting

Any ship can opt to target an assailants external subsystems which presently includes turrets using 'Subsystem Attack Mode.'

If you wish to specify the targeting parameters, that is, the order in which the turrets should be disabled; you should select a Capital ship and use the 'Subsystem Targeting' ability.

Using the ability will bring up a window similar to the Inventory window in which you can click on the turrets to queue them for destruction. In doing so a number will appear indicating their position in the queue. As the turrets are disabled they will automatically be removed from the queue.

Subsystem Attack Mode is only possible when a ships shields are down. It is however possible to assign targeting parameters for your fleet using the Subsystem Targeting Ability when the targets shield are up.

As with all Abilities, the Capital vessel does not need to be in the same Zone (or even orbiting the same planet) to call out target subsystems for the fleet. You must select a context target to use the Subsystem Targeting Ability (click on a AI unit with Capital ship selected.)

If the shields are up while Subsystem Attack Mode is active, it will count as a normal attack. If the shields are down reduced damage (shown as yellow damage counter) will be done to the targets subsystems unless using Precise weapons, in which full damage is done.

Toggle the Subsystem Attack Mode button to return to Free Attack Mode.

BETA Update 5.0 Changelog

- Added shield rebalancing via shield widget (bottom right of ability bar)
- Added attack mode: Free
- Added attack mode: Subsystems
- Added attack mode: Engines
- Added subsystem target window
- Added additional UI and tooltips to support attack types
- Added 20 AI voices
- Added voices to Abilities
- Added engine fire FX
- Added turret fire FX

- Fixed Status' given via Ability don't time out
- Fixes further to stats adjustment calculations
- Fixes to context windows closing on ship destruction
- Fixes to hang if using next/previous buttons in ship config if only one ship present in Zone
- Fixes to position and scale of Turrets on PLC Sadalbari Carrier
- Fixes to petty trade only giving first traded item
- Fixes to rare crash generating Battlecruiser

- Update - removed trading between zones restrictions temporarily to help with testing
- Update - added delay to ability buttons mouse over action
- Update - omidirectional/directional webifier abilities now affect rotation rather than speed
...