Starpoint Gemini Warlords - danijel


Starpoint Gemini Warlords entered Steam Early Access a week ago and it's high time to start dishing out updates at a regular pace. The first one brings many bug fixes (a big thanks goes out to the community for sending in your game logs which made it massively easier to hunt them buggers down and squash them), but also some new content as well.

The full change-list can be found below. We hope you will like it and we'd like to thank everyone of you for your patience and understanding!

CHANGE LIST
  • FIX: Power distribution using hotkeys now works as intended.
  • FIX: An issue with listing logs on the Personal Log panel that would jumble up the descriptions if different mission types were in the list.
  • FIX: Anomalies created for Freelance jobs now have proper names
  • FIX: A problem with the "Filter all" button on the Personal Log panel
  • FIX: Using Atlas Defense System no longer crashes the game
  • FIX: Deploying SETH equipment no longer crashes the game
  • FIX: Attempting to open the Starchart by pressing "M" while you're docked no longer crashes the game
  • FIX: An overlapping issue on the Starchart where Credits would "go over" the other listed data
  • FIX: F9 no longer changes the player's ship into a Paladin class battleship
  • FIX: An error where Concordia would sell ships dirt-cheap
  • FIX: Pressing "M" to open the starchart while you're in the Jobs panel no longer "combines" the panels in a weird way
  • FIX: Using Orpheus mine no longer crashes the game
  • FIX: A text overlap problem in the Records panel
  • FIX: A problem with displaying Hull value of the Tzar class ship in the Shipyard panel
  • FIX: An issue where the "controls" hint would remain on-screen if you enter the menu while it was open in-game
  • FIX: A problem where selecting any active Freelance job would show the description of the Main quest
  • FIX: An issue where a forfeited Freelance job was shown as solved in the Personal log panel
  • FIX: Several minor glitches in the Game launcher
  • FIX: Several problems with mission object markers during the Salvage Freelance job
  • FIX: Using Salvage drones on derelicts now yields loot as intended
  • FIX: An error in the Power pack activation script that would cause it to malfunction or even crash the game
  • FIX: Skills shortcuts now work as intended
  • FIX: Equipment quickbar shortcuts now work as intended
  • FIX: Using Go To action on a structure will no longer cause the autopilot to smash into it, but stop beside it
  • FIX: Using Go To action on a planet will no longer cause the autopilot to commit suicide by smashing into it
  • FIX: An issue where you could use "Follow" instead of "Go to" command on Relay satellites and Network hubs
  • FIX: Docking while cloaked will not cause problems any longer
  • FIX: Cloaking no longer causes weird framerate drops
  • FIX: Derelicts are now properly named "Derelict" when targeting them
  • FIX: Several calculation bugs in conquest related scripts
  • FIX: Player fleets now feature Concord ships
  • FIX: "Transfer power to engines" hint is now showing the appropriate message in the prologue
  • FIX: Several bugs related to ship spawning parameters in random encounters
  • FIX: Several bugs related to ships not being released from memory when necessary
  • FIX: Defense platforms (especially those tiny ones) are now easier to target
  • FIX: A crash that could occur when adding ships into a fleet (from script)
  • FIX: A issue related to PhysX and ships flying in via T-Drive that could cause scripts to get all confused
  • FIX: Numerous problems with Freelance jobs
  • FIX: A problem with junk pieces in junkyards turning green (literally)
  • FIX: A problem with waypoint always getting selected instead of an object "beneath" it. You're now able to select the structure/platform...
  • FIX: Steam overlay (SHIFT+TAB) is now fully operational
  • FIX: Structures created through scripts and destroyed in-game are no longer saved in the save file
  • FIX: Structures created through scripts for the purpose of an Installation attack freelance job now blow up as intended
  • FIX: Several errors that could cause the game to crash when destroying ships
  • FIX: Several errors that could cause the game to crash when firing heavy weapons
  • FIX: Several errors that could cause the game to crash when triggering encounters
  • ADDED: Two new station models (Trinity Free States regions)
  • ADDED: Four new ships (Trinity Free States fleet)
  • ADDED: Conquest related one-liner "shouts" to provide more info
  • ADDED: Random encounter related one-liner "shouts"
  • ADDED: Freelance jobs now have descriptions while checking them out
  • ADDED: Several new hints to the prologue
  • UPDATE: Cloak action is now re-enabled on the Context menu and the VFX is in working order
  • UPDATE: Changed the type of several commodities
  • UPDATE: Concordia now sells commodities
  • UPDATE: Concordia now sells equipent
  • UPDATE: Concordia now sells enhancements
  • UPDATE: Concordia now sells ship systems
  • UPDATE: Save names now allow a limited number of characters
  • UPDATE: Game launcher -> Support now allows logs to be up to 3MB in size to be sent
  • UPDATE: Numerous changes in the text files
  • UPDATE: Changed minimum and maximum distance for Freelance job generation (shorter travel time is expected)
  • UPDATE: Added several precaution checks/defaults to avoid potential bugs
  • UPDATE: All stations and structures in a conquered zone should now belong to the player (temporary measure)
  • UPDATE: Improved timing and conditions for several hints in the prologue
  • UPDATE: Loading asteroids is a bit faster now
  • UPDATE: Installation defense freelance job is temporarily disabled

Safe travels captains, and please don't hesitate to call on us if you run into any problems. We'll be happy to help!
Starpoint Gemini Warlords - danijel


We're proud to announce that Warlords is now available in the Early Access program.

Warlords began as a result of the thousands and thousands of posts members of the community made during the Early Access of Staroint Gemini 2, and it is only appropriate we continue in this tradition. We're eager to see what You think of the game in its current state, what you think of our plans for it and to contribute to the discussions on the Steam board.

You'll notice we've reorganized the discussion board a bit, but the key addition is the Early Access Sitrep. We hope this will explain everything you wanted to know about Warlords. If not, please don't hesitate to ask. We'll be happy to answer.

Two new trailers are also ready for your capable review. You can find them on the store page.

Welcome back to Gemini, warlords!
Starpoint Gemini Warlords - danijel


We're proud to announce that Warlords is now available in the Early Access program.

Warlords began as a result of the thousands and thousands of posts members of the community made during the Early Access of Staroint Gemini 2, and it is only appropriate we continue in this tradition. We're eager to see what You think of the game in its current state, what you think of our plans for it and to contribute to the discussions on the Steam board.

You'll notice we've reorganized the discussion board a bit, but the key addition is the Early Access Sitrep. We hope this will explain everything you wanted to know about Warlords. If not, please don't hesitate to ask. We'll be happy to answer.

Two new trailers are also ready for your capable review. You can find them on the store page.

Welcome back to Gemini, warlords!
Starpoint Gemini Warlords - danijel


Only 15 days left before Starpoint Gemini: Warlords becomes available in Early Access and you can start bashing massive starships in the latest addition to the Starpoint Gemini series, heavily influenced by what the awesome community surrounding Starpoint Gemini 2 suggested.

"It's crunch-time and tensions are running high, but we're eager to get the game out there and enter the conversation with the community once again. I'm sure we have many sleep-deprived days ahead of us, but we want to get this show on the road." Oliver the Sleepless.

We invite you to check out some new screenshots and to have a look at a short dev-video showing a bit of the game in action here.

For even more info, have a look at our growing dev-blog.

And finally, the ladies and gentlemen of Iceberg have prepped a nice press release, linked here for your convenience.

As always, aim well and travel safely!

LGM Games
Starpoint Gemini Warlords - danijel


Only 15 days left before Starpoint Gemini: Warlords becomes available in Early Access and you can start bashing massive starships in the latest addition to the Starpoint Gemini series, heavily influenced by what the awesome community surrounding Starpoint Gemini 2 suggested.

"It's crunch-time and tensions are running high, but we're eager to get the game out there and enter the conversation with the community once again. I'm sure we have many sleep-deprived days ahead of us, but we want to get this show on the road." Oliver the Sleepless.

We invite you to check out some new screenshots and to have a look at a short dev-video showing a bit of the game in action here.

For even more info, have a look at our growing dev-blog.

And finally, the ladies and gentlemen of Iceberg have prepped a nice press release, linked here for your convenience.

As always, aim well and travel safely!

LGM Games
Starpoint Gemini Warlords

I spent some time at GDC with developer Little Green Men Games, the team behind the upcoming Starpoint Gemini Warlords. While I got a brief look at the next entry in their space RPG series, we spent most of our time talking about Steam Early Access, how it defined Starpoint Gemini 2 (our review is here), and how it will shape Warlords in the coming months.

Zeno Zokalj, Community Manager for LGM, talked about their first experience with Early Access on Starpoint Gemini 2 and how it changed the course of development in unexpected ways. "Our original plan was to be three months in Early Access," he said. "The end-game was, we were in Early Access for over a year, and the first version in Early Access and the final product were like two different games. It looked similar, but it completely worked differently. We changed more than fifty percent of all features due to the community's suggestions and ideas. And [Warlords] is basically the continuation of that."

Mario Mihokovic, CEO of LGM, explained how their small development team quickly realized their loyal community was full of ideas. "25 people don't have as many ideas as 200,000 thousand people," he said. "And they're all old-school space gamers just like us. We all grew up on Wing Commander, the original Elite, and stuff like that, so basically we have a community of people who share our love for space games, and we can talk to them and get fantastic feedback."

Community ideas that were implemented in SPG 2 included being able to keep their smaller ships even when unlocking newer and bigger ones. Said Mihokovic: "The initial idea was you have a ship, and when buying a bigger ship, you replace your ship with a bigger ship. They asked us, 'A bigger ship is better for some things, but a smaller ship is better for some of the missions. Why can't I store ships that I had, an have all of them later?' So we added a garage, so you can store all the ships you had, at least one of each class."

Making things easier for everyone was the attitude and behavior of their fans. "Our community base is mature players," said Zokalj. "We didn't know that at the beginning, we noticed that during the communication that there was... no kind of raging in the forums. They were very polite and every suggestion was very complete and very [well] elaborated. We noticed it's not typical communication. Later we found out when we got the statistics from Steam that the average player was almost 40 years old and played all the previous games."

It would not be possible without the community. It's their idea.

I didn't just take their word for it. I've spent some time since our meeting looking through the forums myself, and it does seem to be passionate and thoughtful community, both full of ideas and the ability to express them. The developers are quick to jump into suggestion threads and join the discussion. When they like an idea, they're quick to say so, and perhaps more importantly, when a suggestion isn't workable they're upfront about it. Responding to a question about whether players will be able to freely design their own ships rather than unlocking upgrades through tech research, LGM Lead Scripter and Designer Danijel Mihokovic admits they won't be able to implement something that free-form.

"Designing ships from parts, I'm afraid is out of our league for now," he posted. "And I'm emphasizing the for now because it's definitely something I see us implementing in a future title."

"Sorry to disappoint, but that's the situation," he added.

This community-based development philosophy extends all the way to the title of the game. LGM didn't want to call it Starpoint Gemini 3, simply because so much of it comes from the ideas and suggestions of the community. "This game is everything that the community asked us to do and we were not able to implement in SPG 2 because of changing game mechanics or [having to] break the whole game down, and it was impossible at the time," said Zokalj. "So we decided to make a project that will be everything they want it to be. It would not be possible without the community. It's their idea."

As for Warlords itself, we discussed some of the features, like the layer of strategy that will allow players to conquer territory and exploit the resources in the zones they capture, like asteroid belts for mining and planets for producing materials. Branching dialogue and bigger capital ships—much bigger—are on the roster as well. "We really wanted to improve on that feeling of scale and huge ships, and it's also something the community wanted," said Zokalj. "They wanted to have a feeling when they upgrade the ship that they're really upgrading something."

Players also wanted a larger universe to explore and a home base they could call their own. They're getting both. "This map will be nine times bigger than SPG 2," said Zokalj. "Which was already pretty big. And this will be nine times bigger, so much to explore. They wanted their own headquarters, their hub."

He showed me a progression of the player base, how it expanded via modules for mining, shipbuilding, and so on, plus a research module to allow players to create their own proprietary technology which will allow them to rely less on other factions. The sandbox nature of the game means you can also choose not to build a base at all, though Mihokovic warns: "The game would be very hard without it."

Starpoint Gemini Warlords will arrive in Steam Early Access in April, and LGM is expecting to spend around 8-10 months there, perhaps longer. They also expect the finished version, as with Starpoint Gemini 2, will be very different than the alpha. "We are intentionally going to release alpha again, because we want to keep the game as unfinished as possible so that it's easier to add their ideas in the game. And if we released an almost complete game it would be much harder to implement any of what they say."

When Warlords will leave Early Access is harder to predict. The game will be released, Zokalj said, "When the community says its ready."

...