The online multiplayer feature has been restarted.
Please update to the latest version and select online in the settings. You can now play in online mode.
The maximum number of players has been changed to 4 due to server load measures. #The number of players may be increased in the future depending on server load.
The menu burger menu now appears when you're on the minimap. Your total glod now shows up when you're in a dungeon. Fixed a bug where an item could break the inventory, preventing page turning.
I'm working hard to get the game ready two weeks before launch. Playtesting was a success, and there were a lot of positive reactions to the game!
Things that I am still working on
Bugs were found and I can assure you that all the requested bugfixes will be done before release day. The biggest barriers are already taken care of.
Features were requested and most of them were put on my to-do list. A lot of these features are already in the current version, but more will be added along the way!
Some things just need a little tweaking.
This will cost some time, but I have an almost cleared schedule next week to get the game ready in two weeks! Thanks for everyones support, I hope you looking forward to the release as much as I am.
This week I've completed campaign mission 2 and 3! There is also a bunch of things related to the project that are not relevant to this list so I've left them out. Oh yeah and I worked on expanding the lore this week as well!
To do that I've done the following things:
Made script for campaign mission 2
Wrote out the events of campaign mission 2
Made a comms station
Added comms dead lose condition
Changed comms station selection circle
Set up system for proper info text coloring
Hidden wave timer in mission 2
Made text color white
Tweaked objective texts
Increased the amount of objectives for mission 2 for more smooth storytelling
Fixed object rotation speed
Added comms sound
Wrote mission 2 script
Added objectives mission 3
Completed mission 3
Reworked the victory conditions a little bit so we need to test those in each game mode again
Support This projected is funded by myself and I'm losing money on it every month. Sometimes I'm struggling to pay rent as well because of it. Therefore I've set up a patreon called TenseGames and I'm fortunate that a lot of people already decided to help me out. To do something back I'm giving them the following:
Their name on transport ships
Access to all work in progress versions of the game
Depending on the tier they get to name a ship, weapon or module
Every week I play a game of Battle Royale and regular Multiplayer with them
So if you can spare it, and only if you can miss it, please consider supporting the project that way as well.
Future plans Next week I hope to complete campaign mission 4 and 5. And perhaps implement some new ships as well!
The Full Release development is currently in full swing. While we want to release full release content as soon as they're available, we'll need sufficient contents before we can do it properly.
However, we understand some of you might have been waiting for a story mode or unlocking the Vanquisher which is locked away inside the Campaign (story) mode. Therefore, we're releasing some new features and new weapons that can help enrich your experience and make the game more replayable.
What's new?
New Weapon: 96mm Rockets
Additional improvements made to Advanced Target Computer.
New automated Level Of Details adjustment option.
96mm Rockets
Salvo-based
Dumbfire (not guided)
Higher damage than Phoenix Missiles
Fires in a narrow dispersion angle
Low level weapon comparable to 38mm Explosive Cannons
Explosives - means it does a lot more damage to Slavic Sirerian ships.
Advanced Target Computer
Aimed weapons will now use the Advanced Targeting Computer to get a Lead on the target. This means weapons like Omni Mass Drivers benefits greatly, making it more lethal than before.
** Cost of upgrading your Target Computer isn't changed.
Automatic LOD adjustments
This has been changed from the original Custom LOD settings. The following has been changed/added:
Turning various graphic options like bloom, shadows, etc will no longer automatically change the LOD option.
No more Custom LOD
Selecting Low, Medium or High LOD NO LONGER changes your existing graphic options like a preset.
LOD levels will actually have an influence on performance from now on.
The Automatic LOD is an continuous assessment of your machine's performance regardless of specifications. If your machine fails to keep up with its target frame rate, it'll automatically turn off features. Naturally, if your machine performance improve, those features will be turned on again.
This new feature is built to allow players to have a more smoother gaming experience without the need to trial and error with graphic options. However, the game will still respect your settings and will not save settings that were automatically set along the way until you Apply graphic options.
This feature doesn't account for the following options though:
Display Resolution
MSAA settings
V-Sync
These 3 options will still affect performance as well. We recommend going 1080p if you can but not 4k if your graphics card can't support the amount of fillrate and shader performance required. If you're using a Nvidia graphics adapter, you may want to switch off MSAA completely and turn on driver-based FXAA under your Nvidia Control Panel instead.
Lastly, for V-sync, if your machine can't keep up with your refresh frequency, usually, 60hz, please turn off V-sync for a better performance.
Changes
38mm Explosion Cannon has been improved slightly. Fires more smoothly and accelerates faster.
Improvements made to shadows rendered onto 3D objects.
Added a dynamic LOD for shadow filtering. This has caused the game to load a tad bit slower and in some cases freezes for 2-3 seconds. We'll work towards improving the performance in the near future.
Improved the look and feel for 3D Asteroids and Phobos
Bug Fixes
Fixed the problem where shadows flicker sometimes at certain angles for 3D objects
Fixed a bug where players can milk custom fighter salvages for unlimited money and capsules.
Fixed an issue where some player or enemy projectiles will disappear prematurely due to an incorrect estimation of maximum projectile range.
Conclusion
It's great to see the number of bugs so far is getting lesser. However, there're some things that are beyond us to fix.
We'll need to continue to collect more data especially from players using a Ryzen CPU. The symptom is such that when you drift, your fighter will only rotate once and it gets stuck there even when you move it around.
Also there's a limit on how we can help our Linux players playing via emulation. Please post on Discussion to explore ways on how we can help you out.
Lastly, we'll be fully focused on developing the rest of Full Release story mode and will be releasing new builds less. There's also a new array of weapons lined up to be added from time to time.
Thank you for your support! We look forward to hearing from you soon!
Hey everyone we have another great update for you here with [Patch 69] featuring a new betting event on the Kentucky Horse Race and 2 new awesome pack drops!
Check out the sports betting tab in the watch menu to place your bets on the Kentucky Horse Race happening this Saturday May 1st at 6:57 pm ET
New Features
Kentucky Horse Race Event
Sports Betting Dynamic Buttons
1 hr Rathole timer - Previous stack size on cash table is saved for 1 hr then cleared
Derby High Roller Pack
Cinco de Mayo Pack
Existing Feature Improvements / Modifications
Fixed player role not updating correctly between hands on the monitor mirror UI
Added SFX for players who win during non-showdowns
Fixed overhead hole cards remain above players head after pushing all-in
Fixed mirror monitor showing side pots when they are empty
Fixed Nacho and Chicken wings not cleaning up on destroy when picked up by remote player
Fixed match log txt formatting when players were all in
Fixed saving previous player's stack size when leaving cash game
Howdy Governors!⚔️ Get more FREE chips this weekend thanks to the limited-time only 1-Hour Free Spin!🌀 Spin it like a polaroid picture EVERY HOUR to get the most of it!🤑
The big update will be coming soon. Please, release your tactical saves. The Operation Pugilist DLC also will be updated (battlefield & operation). Please finish this operation.
The issue where chunks don't load in (but water does) so there were huge holes in the ground occasionally, should be fixed now. Along with fixing the initial inventory being added again on subsequent loads of a new game.
Please tell me here or at support@vyrulent.com if you still experience this issue somehow. I'm sorry this happened and I'm not sure how it slipped past, but I can't always playtest extensively as I am currently a solo developer. As a thank you for being patient, the next hotfix will include a gift, available for a limited time. Please don't hesitate to tell me of issues even if they're obvious, neither you or myself should feel stupid for it. These things happen.
Known Issues: -new game spawns me in water (if you wait a few seconds it should teleport you to land) There will be a fix coming once I've uncovered the best way to handle it, auto-teleporting is a dumb quick fix I implemented -new game spawns me under the world Should be fixed now as I assume it was due to a missing chunk at spawn -extreme lag when looking at a chunk This is new to me, I assume it's due to improper collision but needs more testing -mining slowdown after mining ~100 blocks in a single chunk Working on this presently, collision builds weird with the smooth terrain -small holes in world (block missing a side) Related to the previous 2 issues above, trying to simplify collision building and a few tiny holes are better than the lag. Will be attempting fixing very soon. This issue should only appear near the surface, any underground "holes" are probably actually a block that looks exactly like the sky, a Sky Block. -everything I placed is now duplicated on reload, oh God the lag! sincerely hope this is fixed, please email me immediately if you encounter this. Not sure if I ever learned the cause but it seems to have gone away, so I have no way of replicating it. -Coppies are annoying they should be spawning less, have poorer eyesight, not jump in front of the player when tamed, but they are still terrible at aiming their jumps. So there's a bit of work to be done. -buried treasure appears above ground sometimes I know the cause, I'm not too worried - see below -the giant rock formations get in the way of mining These may be removed entirely, now that there are proper voxels, these are also the things that cause the buried treasure chests to appear on the surface when generated. If you've managed to build on a rock formation, please take machines at least off, as a future update might break your grid if they're removed. They're more obnoxious than they ought to be, now that we have voxels.
Any other issues you're having - I am likely unaware of them, so please do let me know, I fix most issues I know the cause of within hours, and I check the posts/comments here.