It is high time to give a glimpse into what's coming next for Starpoint Gemini 3.
During March, we aim to enter the beta stage of production. As before, this doesn't mean we're shutting down all feature additions, but including new additions to the feature list will be limited in scope. So here's a little snippet...
NPC Capital ship mechanics
The first part of the new capital ship mechanics is implemented. This means sub-targeting. You will be able to attack and knock out specific weakpoints on any large vessel, causing massive damage, but also a side-effect as well. This side-effect can be anything from a freightliner dropping some loot when you knock out its storage container, to preventing a battleship from using its weapon turrets. The dilligent crews of these vessels will however be ready to start repairs as soon as they can so don't expect to permanently disable a cruiser's weapons. Where would be the fun in that?
As noted above, this is only the first cap ship segment and it will be used on player-controlled capital ships as well, once they're implemented.
Storyline changes and additions
Following a lot of Your feedback on the forum, we've done a lot of changes (and will do some more before beta and final release) to the main campaign. This includes the texts, voiceovers, character models, animations, cutscenes, missions... Basically everything was at the very least tweaked. We look forward to hearing what you think.
Encounters
The entire encounter system has gone through a review and partial rebuild. Again, following Your feedback. To make it easier and faster to add variety into the encounter system, our scripters have redone the system almost from the ground up. We realize the current implementation's shortcomings were too significant to just let it slide. You guys deserve better and we'll do whatever we can to deliver.
Interface
The first parts of the interface have received a facelift in the previous update. Our work on this hasn't stopped and I'm sure You'll notice quite a few quality-of-life improvements as well as changes that are more on the visual side of the equation.
Game world
New maps are also arriving in beta (and a couple more are coming during beta too). As before, the maps will come as finalized as possible in the current stage of production. As we progress more, the available maps will also be upgraded.
Naturally, each update brings a host of fixes and tweaks, and the beta update will be no different. It is however too early to dump the entire changelog here, so we'll just leave that for when the update actually arrives.
We're looking forward to getting the update out to You!
It wasn't previously scheduled, but we're pushing another smaller update today! Why? Because it's Monday and, unlike most of the world, we love Mondays :) .
But seriously - last major Update was released a couple of days ago, and we did have some more improvements almost ready, but delayed it until we test a few more details. Now, since next Roadmap update (5th in line) includes changes to storyline, and finally few more parts of the storyline missions, we will probably have slightly longer pause until that update. And improvements in today's upgrade concerns gameplay and HUD corrections, so there is no sense in keeping that away from you until next update.
Anyways, list is not large this time, but everything should be neat and useful:
CHANGES
ADDED: New jump visual effect when travelling via Nav Buoys
ADDED: HUD notification when using equipment items
ADDED: HUD now displays numbers on each equipped item showing how many are left
ADDED: Shortcut hint for equipments on controller
ADDED: New crosshair with live info on energy status and consumption
ADDED: Animated VFX in crosshair showing when a target is close and in range for firing
ADDED: New target lock - first iteration
FIXED: several Starchart errors and missing info
FIXED: Death screen will not crash the game anymore in any situation
That's all regarding important elements of this update. There are also some small optimizations and tweaks, but no need to push all that to the list this time.
We'd also like to remind you, fellow space enthusiasts, once again that price of game will be increased at the end of January, first time in Early Access, so anyone considering diving into our creation still has a few days to make use of lowest possible price.
In the end, a little taste of next major Roadmap update - that one will touch narrative side of the game on several levels. Existing storyline missions will get some changes and updates, and game story will progress several missions ahead, first time since release of Early Access.
Hope you find our little news today a good one to start the week with :)
Hope you had a splendid holiday season with many presents and sufficient time too play your favourite games!
We are starting right where we left off – with an update. Starpoint Gemini 3 is rushing to reach first half of planned major updates, and this update marks another step towards that goal.
This time, as we already mentioned in earlier announcement, unexpected paths of game development took us in a little bit different direction, and in order to avoid wasting any valuable time, we had to modify previously planned elements for this update. Few things planned for Update 4 will be delayed for Update 5, while several features from Update 5 is moved ahead for this Update. After next milestone, feature list from both Updates should be back in sync. Apologies if this will confuse some of you, but when we executed tasks for this update, we realized some features simply need to be forced to a more complete stage immediately as they can cause a chain reaction later. Following next milestone, everything should be back in pre-planned order as stated on Rodamap.
So, what is the cornerstone of this update? I'd say there are three pillars - first infusion of extra life into our Universe, then new Starchart to give you much better tool when understanding where the heck you're going and how this Universe looks like, and finally pretty extensive batch of improvements and fixes to existing features based on what players reported and suggested in forum discussions. Those of you that participated in them and threw ideas at us, will certainly recognize what we're talking about.
Once you boot up the game, how will these changes spice up your life? It's simple really – open a Starchart and notice you have a proper map that shows much more details and area objects. Each object has a pop up window describing in short what a specific location is, where it's exactly located and what's its purpose. Starchart also has 2 layers – local sectors and overall Universe map. Second layer allows you to cycle through all distant Star systems and see what local maps are available. Best thing is – you can access and browse sector maps within a specific system map even if you're not physically located in that system at all. Ladies and gentleman, you can now snoop around and determine your next target for pirating even if you're sitting half a galaxy away!
When your spying of global maps is over, and you finally hit the road in any given direction, be careful of traffic – it's gotten a helluva more dense. Trade convoys, individual ships going about their business, everybody using T Gates, Starpoints and Nav Buoys... you'll see much more stuff happening around. All these events are to be considered as a welcome opportunity or simply as greater variety of targets to plunder. But beware of unintended consequences – AI got first batch of updates, so trade ships and convoys will have armed escorts that won't sit idly by while you plunder the hell out of them.
But, enough of me talking, here's the entire changelog. Read through it as you wish and feel free to jump into game and check out the changes for yourself.
Oh, and, when you start cruising around, little surprise can be found – double tap forward key for max throttle.
CHANGES
ADDED: New Starchart system, both visually and functionally
ADDED: Added info notes on starchart locations
ADDED: Dynamic map system with overview of all systems and sectors
ADDED: New locations and objects markers are now added to starchart
ADDED: New cutscenes when using fast travel via Nav Buoys
ADDED: Nav Buoys now have visual effects showing direction and destination point
ADDED: New game starting scenario – Outlaw
ADDED: Seed in random generator, adding more variety when statring new game
ADDED: NPC ships now use Fast travel objects and follow various behaviours
ADDED: Convoy system, meaning existence and behaviour of convoys and escorts
ADDED: Ship convoys near space stations
ADDED: Ship convoys near space structure clusters
ADDED: Ship traffic entering and exiting Starpoint
ADDED: Ship traffic entering and exiting T Gates
ADDED: Ship traffic entering and exiting Nav Buoy structures
ADDED: New ship model from Outlaw faction – Guerilla fighter
ADDED: New ship model from Outlaw faction – Stalker scout ship
ADDED: Hotkey to enable constant speed without need to hold forward movement button
ADDED: Ambient sound in bar on Delta station
UPDATED: Decreased number of spawned enemies near stations when player is low level
UPDATED: Map locations and objects near planets Extera, Earth, Caterton and Sora
UPDATED: Jeepers Creepers boss fight now works properly in any situation
FIXED: Missiles don't occassionally disappear and now have normal blast effects
FIXED: NPC ships now follow intended proffession behaviour
FIXED: Errors with loading when jumping to distant sectors
FIXED: Objects for fast travel (Starpoint, T Gate, Nav Buoy) are now of correct, civilian faction
FIXED: Targeting of gas collector ships now works correctly
FIXED: After dock, player marker on starchart will now resume normal behaviour
FIXED: Loading sequence allows ship collisions to work as intended
FIXED: Encounters will now spawn on correct positions
FIXED: Encounters will now use correct faction alignment
FIXED: Proximity trigger on stations now has correct values and doesn't interrupt level loading
Largest portion of this update is aimed at creating more vibrant and alive universe. And everything added this time for this purpose is just a beginning of creating a very vivid and lively feeling. Also, many features are only just a foundation for massive chunks of the game that are yet to come.
This time we can also announce that before next major update, we will be pushing out another not planned upgrade with some neat features that are nearly done but need a little bit more testing.
You're welcome to try all of this out, and bombard us with your opinions!
P.S. following this update, and in line with previously announced plan, price of Early Access Starpoint Gemini 3 will be increased for the first time. If you're interested, you still have several days to use original price + current discount!
We hope you had a spectacular holiday season! Time for extra food, drinks and R&R is slowly behind us, and time to do some serious work lies ahead.
As far as LGM studio is concerned, we've survived the end of December with minimal losses :) , and we're already preparing our first Update of 2020.
As promised at the start of Early Access, we're also using this opportunity to announce first price increase that is coming after next Roadmap update. If you're on the fence about jumping into Starpoint Gemini 3, you still have a bit of time to make use of initial price. In fact, currently active discounts are best opportunity to hop in. Price will be increased following the release of next Update.
In about a week time, Starpoint Gemini 3 will start this Year with a nice Update. Many of you invested some noticable hours into our game in the past weeks providing us with great feedback and suggestions. That and previously planned content is the backbone of the upcoming Update. Expect a new Starchart (both visually and funcionality wise), HUD improvements, increased traffic and more vibrant life in various sectors, new Nav Buoy jump elements and many more useful stuff...
In this Year, plans for Starpoint Gemini 3 are huge, so we better start early. This upcoming update is the result of hard work during final weeks of December and first week of January. 2020 is the Year this game will get its final shape, so be prepared for many updates, many changes and all those awesome things layed out in Roadmap plan some months ago.
Thank you and once again, have an awesome gaming 2020 !!!
And so we came to the end of another year. Year full of amazing gaming hours and even more amazing worlds created by so many game dev teams out there. We really hope all of you will keep some memorable moments in anticipation of what awesome stuff are yet to come in 2020 and beyond...
As for our studio, we had an interesting year full of challenges, and we certainly hope we added to your positive gaming year. Starpoint Gemini Universe continued to grow, we pushed some new boundaries and laid the foundations to finalize greatest project we ever embarked upon.
So, what's next? Our mission is clear – relentlessly push for next update, keep an eye on your feedback and adjust the plan to ensure we deliver what we promised and what you guys deserve.
Before we turn to next year, let us just drop a few hints on what we're preparing for start of 2020: - New Starchart, extensive HUD upgrades - Planet docking rings - Player ship customization - ADAH drone upgrade - Further expansion of Universe and how it behaves
Next two updates will have some elements switched around, so a number of details from Update 5 will come earlier, while few of them will be pushed from Update 4 to next one.
In 2020, Starpoint Gemini 3 will be transformed to a whole new level and we're anxious to share this experience with all of you. All of us is expecting a crazy good year for gamers everywhere, and we'll do our best to create something to meet these expectations!
We hope many of you will have some time off in the next couple of weeks. Take a good rest, play some good games and charge your batteries for another wild year ahead.
On our side, we'll be in line with holiday season expectations, so you'll be able to get your hands on any Starpoint game and complete franchise collection should you want to.
In the end, we'd like to extend another huge „Thank you“ to every single member of our community. Thanks for support, thanks for your feedback and thanks for your continuous help with creating our games!
Just before the holiday craziness kicks in, we've reached the third milestone. That means we're offering, just in time, some fresh new ways to expand your experience of the game and fill any free days you might have coming.
This update looks exactly as a December gift basket is supposed to look – a little bit of something for everyone!
You've already explored the available game areas? Good – now you have new ones to check out, including some pretty familiar planets. Or, you've mastered the combat system and you're unmatched out there? Awesome – Boss mechanics will make sure there is something out there you haven't seen yet and that WILL be an adequate challenge! Also, if you're bored of your everyday bartender – new businesses have opened onboard new stations and planets.
Besides the obvious additions you can't miss, a huge chunk of improvements is a mandatory part of each update – missions, equipment, AI, HUD elements, ADAH companion etc...
Anyways, to avoid spoiling the surprise, here is the entire changelog, and you can unwrap the presents yourself as soon as update is downloaded.
In case you want to take a sneak peek into what's „in the box“, there is a new short gameplay video trailer that speaks a lot more than words:
ADDED: in-game loading panel upgraded with new visuals and hints
ADDED: all supported languages have translated crafting hints
UPDATED: new camera views and movements while controlling the ADAH drone
UPDATED: Missiles balance - Player now has a bit more chance to manually dodge an incoming homing missile
UPDATED: AI of enemy ships when using equipment items
UPDATED: Reputation of the Outlaws faction now calculates other factions reputations as well
UPDATED: Keyboard shortcuts and bindings improved
UPDATED: further improved controller support and input recognition
UPDATED: Critical system failure types and triggering points improved
UPDATED: ammo storage CSF has new mechanics
UPDATED: NPC ships resistance is added to ship templates
UPDATED: Faction reputation now properly affects ability to dock at some space stations
UPDATED: near death screen warning has different effect and intensity
UPDATED: responsiveness of controls while in boost is increased
UPDATED: lead on target marker works more precise now
UPDATED: loot selection box increased
UPDATED: clear definition of crafting results
UPDATED: energy capacity for light weapons rebalanced
UPDATED: starchart icons for random missions
UPDATED: rebalanced NPC heavy weapons usage
FIXED: load game panel can now be sorted properly
FIXED: purchase and usage of Hyperion wings module doesn't crash the game anymore
FIXED: correct VFX is now triggered upon completion of repair missions
FIXED: enemy ships will not leave mission area anymore
FIXED: destroy missions from barmen work correctly now
FIXED: missions to defend objects now work properly without enemies getting stuck and becoming immobile
FIXED: waypoints on repair and defend missions will now clear correctly when the mission is done
FIXED: Gas extraction VFX now shows correctly even with nebula in the background
FIXED: Ships trails don't flicker anymore when changing movement direction
FIXED: experience points are now awarded correctly after mission completion
FIXED: cruise and cut engines options do not interfere anymore
FIXED: Issues with structures, encounters and factions in sector Extera
FIXED: Issues with structures, encounters and factions in sector Pyros
FIXED: Issues with structures, encounters and factions in sector Caterton
FIXED: Issues with structures, encounters and factions in sector Outerlands
TWEAKED: NPC ship threat calculation tweaked
TWEAKED: basic global encounters updated to take NPC threat calculation properly into account
TWEAKED: basic global encounters now take into account player level and the specific map the encounter takes place on
These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 3. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.
Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.
In the end, let us reiterate that this update is the third of almost a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forum.
Have a nice holiday ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!
A couple of weeks ago we released the second major upgrade for the game, and just to keep you guys informed, we wanted to share some details on the upcoming, third roadmap milestone.
Yep, Christmas and New Year season is around the corner, so everybody is entitled to some special candies. And that is exactly what is coming! We'll have a really big candy this December. What can you expect? Well, the addition of World Boss mechanics will likely be the most noticeable treat of all. Do you have what it takes to take them down?
If confronting „boss“ adversaries is just too much for you and you want a peaceful holidays this year, then indulge yourself in some smooth mining and scavenging in the farthest reaches of the universe. Mechanics of both will get a nice upgrade this time around.
And, since all of you good captains will hopefully have more free time on your hands in December, we'll also expand the universe to fill the gap. New world sector, new space stations, new bars and associated bartenders with quests...they will all be ready to welcome you in this, the happiest month of the Year!
You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!
No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.
Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?
Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
Create anything from better (more complex) items to equipment and weapons
Radiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
rather important visual warnings will scream at you
gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
added radiation areas in all sectors
added VFX & SFX to complement the gameplay effect
added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*
AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
AI becomes increasingly more complex as you progress through the game.
NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
NPCs can now drop mines when their ships or egos are threatened
Moving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion. The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!
Almost forgot about how we…
…rebalanced the hell out of a lot of things
different wings now have a different number of turret slots.
player ship hull module HP increased significantly
player ship shield module HP increased significantly
player weapon energy cost increased somewhat (in some cases significantly)
overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
Player shield recharge increased
Player shield reboot time reduced
higher tier NPCs deal significantly more damage
higher tier NPCs have significantly stronger hulls and shields
Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
Loot drop value is increased across the board.
boost speed decreased and now varies depending on the engine installed
cruise speed decreased to 300 for all ships
player ship modules prices
…oh and also how we…
…overhauled the entire flight model
A number of booster and cut engines tweaks and upgrades
Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
Added a few missing controls and made a lot of overall quality-of-life improvements
In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!
CHANGES
ADDED: new equipment and additional equipment tiers
the already mentioned Nanoscrubbers take that accumulated radiation edge off
Higher tier decoys lure angry missiles away
Booster injection gets some of that juicy fuel back into your booster to keep going
Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
ADDED: a whole lot of additional missiles (specifically higher tier missiles)
ADDED: 4 completely new weapons to purchase and use
ADDED: more weapons of the higher tier persuasion
ADDED: Missiles can now be found in loot drops
ADDED: new ship modules in drydocks
ADDED: new difficulty settings – easy, normal, hard, insane
ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
ADDED: In-game HUD now shows the names of equipped and swapped weapons
ADDED: In-game HUD now shows live stats of weapons/shields/missiles
ADDED: NPC ships can now move and shoot following a specific path, if need be
ADDED: SFX when upgrading skills
ADDED: SFX for incoming enemy missiles and launched missiles
ADDED: a HUD warning if some action cannot be executed
ADDED: Steam controller support
ADDED: new equipment items
ADDED: Equipment now has short text info
ADDED: In-game panels can now be toggled via keyboard shortcuts
ADDED: camera shake effect when hitting an asteroid
ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
ADDED: huge hollow asteroids that ships can fly through and use as cover
ADDED: enemy ships now spawn with different tiers depending on map difficulty
ADDED: new event when player enters the range of specific object
ADDED: outlaw faction ships now have appropriate trails
ADDED: player engine/trails change color depending on speed and currently used flight mode
ADDED: explosions on asteroid destruction
ADDED: title cards in campaign missions
ADDED: several types of enemy behavior templates
UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
UPDATED: controller software keyboard
UPDATED: color schemes of HUD waypoint and info icons
UPDATED: default reputation with certain in-game factions
UPDATED: balanced NPC vs NPC damage variables
UPDATED: collect all option works properly, players can remove items from cargo
UPDATED: NPC ships have different, more realistic firing arcs
UPDATED: HUD reticle more visible and has variations depending on equipped weapon
UPDATED: campaign missions in chapter 1 reworked and polished
UPDATED: cutscenes in campaign chapter 1 have been upgraded
UPDATED: improved visuals in nebulas
UPDATED: faction reputation alignment system has been reworked
FIXED: text alignment in station/bar dialogues
FIXED: all barman dialogues are now skippable
FIXED: shortcut for buy/sell trader buttons work properly now
FIXED: resolution setting in launcher will be properly saved now
FIXED: freelance mission ships are properly marked now
FIXED: impact explosions on ship hull work properly now
FIXED: player ship shield regeneration variable works properly on load
FIXED: scripts for freelance mission ending now work properly
FIXED: in-game dialogues work properly when paused
FIXED: possible resolution problem when automatically choosing setting in launcher
FIXED: launcher will no longer crash if Steam isn't running in the background
FIXED: NPC ships will target and hit player properly in all situations
FIXED: When changing control settings in launcher, resolution won't abruptly change with it
FIXED: Player is no longer stuck in photo mode when using it
FIXED: camera works properly when using the controller and holding down LT to follow target
FIXED: menu footer is changed correctly when using HOTAS
FIXED: key binding in controls cannot be duplicated anymore
FIXED: target locks will appear in correct positions now
FIXED: numerous HUD errors when playing the Spanish language version
FIXED: branching dialogues won't break anymore if using HOTAS/controller
FIXED: various controls binding issues with HOTAS and controller
It is a perfect day to update the game with first announced roadmap update.
Following the loads of feedback we've received from our fans after the launch of Starpoint Gemini 3 into Early Access roughly a month ago, we've focused our attention on gameplay. Now introducing: SKILLSHOT UPDATE!
The Starpoint Gemini 3 combat system, lovingly (as well as sarcastically) called DAWGFIGHT SYSTEM, hits the next checkpoint. The latest update introduces the complete skill system, imagined not as a do-all-end-all mechanic that enables you to obliterate the entire universe with a single push of a button, but as the perfect blend between using special abilities, passive bonuses and dogfightging.
The skill system is here to extend the combat gameplay, not substitute it. Skills are the crux of the latest content update, but there's plenty more to check out.
CHANGES
ADDED: skill system mechanics, both gameplay wise and VFX
ADDED: critical system failure (CSF) now applies to player in intended situations
ADDED: drydocks now have new ship modules available for purchase: wings, engines, hulls
ADDED: additional enemy ships to fight against
ADDED: various equipment items, including missiles countermeasures
ADDED: optimization to allow faster starchart loading
ADDED: various missile weapons, both guided, non-guided and torpedoes
ADDED: Steam cloud saves are now operational and work properly
ADDED: Steam trading cards are now implemented and work properly
ADDED: 3D sound
ADDED: various sounds including warnings and proximity alerts
ADDED: NavBuoy structures now have linked encounter events if attacked
ADDED: Space stations now have linked encounter events if attacked
ADDED: Ships on patrol paths now have linked encounter events if attacked
ADDED: Destructible container objects now have linked encounter events if attacked
ADDED: Anomalies can now appear in Gemini
ADDED: Asteroids now have linked encounter events if destroyed/mined
ADDED: Junkyard objects now have linked encounter events if destroyed/scavenged
ADDED: Player’s missiles can now miss the target, even when using guided projectile
ADDED: all campaign combat missions now have proper mission areas
ADDED: all asteroids now have correct explosions attached when destroyed
ADDED: visual shockwave on missile hit effects
ADDED: visual shockwave on ship exploding effects
ADDED: trails and particles on all wings ship parts in the game
ADDED: objective notifications on campaign mission on Extera
ADDED: Keyboard shortcuts for accessing starchart, inventory and skills panels
ADDED: Brazilian Portuguese translation to game
ADDED: various new movement sounds for player engines and cruise mode
ADDED: sliders in options menu now work properly in non 1K resolutions and ratios
ADDED: additional support for several more HOTAS devices
ADDED: it is now possible to avoid missiles, especially by using cut engines
UPDATED: The chance that NPC drops loot when destroyed is drastically lowered if the player can't be credited with the kill.
UPDATED: The entire loot drop system has been rebalanced
UPDATED: Energy cost of cannons is heavily increased
UPDATE: Rate of fire of cannons is increased
UPDATED: Damage of cannons is drastically increased
UPDATED: Damage of scatterguns is increased
UPDATED: Reduced the projectile count of some scatterguns
UPDATED: Player waypoint is now correctly attached to the starchart structure
UPDATED: Game menu has rearranged option hierarchy according to most frequent use
FIXED: an error in the Main menu background video
FIXED: after a cutscene, the camera reverts to the mode it previously had
FIXED: sector Pyros now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
FIXED: sector Outerlands now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
FIXED: sector Caterton now has correctly placed Nav Buoys, NPC paths, structure hull levels, event scripts, ship and structure render distances
FIXED: player cannot be attacked anymore while docked inside Pirate Harbor station
FIXED: player cannot be attacked anymore while docked inside Lunae station
FIXED: while using photo mode and orbit camera, weapons and camera view works properly now
FIXED: when undocking or respawning, the camera will appear in the correct position
FIXED: during camera shake effect, HUD elements don't follow the same pattern
FIXED: Avenger shotgun weapon doesn't exceed buffer limit anymore and CTD is eliminated
FIXED: when the game is paused, particles are still drawn normally
FIXED: missiles now explode as intended when reaching their destination
FIXED: different number of heavy and light weapons installed on wings don't cause a crash anymore
FIXED: HUD hint panel now shuts down properly
FIXED: when game is running in the background, mouse pointer performs normally
FIXED: waypoint for Liberland carrier in campaign mission now isn't hidden behind planet anymore
FIXED: waypoints don't hang on starchart when you jump back and forth using Starpoint or Tgate
FIXED: Magellan refinery now has correct collision sphere
FIXED: Pyros bartender now has correct facial animations when accepting all quests
FIXED: in freeroam player set starchart marker is properly removed after reload
FIXED: starchart doesn't crash anymore when reloading identical save game a few times
FIXED: removed exploit where equipment cooldown was evaded by un-equipping the item
TWEAKED: options menu works more smoothly and is more user friendly
TWEAKED: various balancing and AI related issues
TWEAKED: military patrol paths are reworked and improved in all sectors
These are the most important changes and additions. We hope the list is sufficient for this festive occasion we call Roadmap Update 1. The long journey through Early Access is now one milestone closer to completion, but there’s still massive work ahead of us! Some of you will also already recognize the improvements to some game elements you've specifically mentioned in your comments and feedback.
Along all of this, we've also tweaked, improved and polished many more details in the previously implemented parts of the game, mostly based on what you good people reported. Feel free to give it a go and see what else has been improved.
In the end, let us reiterate that this update is the first of a dozen major Early Access planned updates, and we also fully expect to throw in a number of unplanned updates along the way. The number of these will, in part, depend on what you report to us, and what ideas you throw at us on Steam forums
Have a nice weekend ahead, and don't hesitate to try out all the goodies we're prepared for you! In space no one can hear your enemy scream!
In case you were wondering, nope, we haven't dropped dead after Early Access release run, nor have we been abducted by you-know-who sporting big black eyes and the skin tan of a full ashtray. We’re still here, live ‘n kickin’, firing missiles, mowing down enemy fighters… as people usually do. Today however, we wanted to share some details on what we’ve been up to lately.
If you've looked at our planned roadmap, the next big milestone, appropriately named Skillshot, and everything for that oh-jolly-what-a-most-festive occasion is still going according to plan. In our internal version we're already very „skilled“, our missiles are as blind as bats (we might tweak that a bit…) and critical failures plague our ship.
We're preparing lots of goodies for this upcoming update: dumbfire missiles, CSF mechanics, entire skill system, new ship modules, new equipment... and a big bundle of Tough love bug-spray for all the bugs you guys reported!
Thank you for providing all the awesome feedback! The upcoming update will be better thanks to you! And that one is just the first of many.
See you with the new update in a little while. In the meantime, I made a bet I can make a mid-flight precise strike against a small moving enemy fighter using only an unguided capital ship busting torpedo, so I really should get back to that…