The solar flares are flaring, the Glorsnoofs are snarlinging, and another BETA update has landed.
Star Command BETA v 9000.3 has arrived and it needs your beta testing!
Does it load? Is it boring? Who is your Daddy and what do they do?
Tell us! Help us! Love us?
HOW TO HELP:
Please go to your Library >> Star Command Galaxies >>> Right Click - 'Properties' >> BETAS >> betatesting - [down arrow] 'Beta Testing branch' AND THATS IT ... (no password needed)
Start the game... Play the game... Love or hate the game... Post your thoughts in this comment or in steam discussion board... Tell us about why it cheated on you with Volnar.
Psshh Volnar, what does it have that I don't... besides an armada and thousands of blood-oathed underlings at their every command.... damnit.
Here is a short list of the bugs we attempted to fix:
fixed big issue with enemy damage making objects unrepairable fixed hull placement in buy menu RMB = deselect character fixed 'So Many Bugs' encounter added verification to main menu popups got rid of baddies prematurely triggering encounter steps (we hope) Zombie Encounter should now work? I hope! fixed tooltips so they work on way more objects Had a big bad bug if you picked green nebulus ship crew no longer auto leave posts disabled quickjump whilst at station
The game is thoroughly tested until the Zombie Encounter.. then its kind of wild-west... still getting there.
I have spent the last couple of weeks reworking the insectoid monster models. These new models provide a much greater variety of shapes and colors.
I am also working on a new demo to replace the Combat Demo in early June. The new version will show the core gameplay with monster breeding (insectoids only), training, hiring, base management, and multiple tournaments to fight.
Unfortunately, the Kickstarter campaign is failed, so I will have to rework the reptile creatures and create carnivora monsters as well. This means delay. The early access release date is Q3 2021.
This is a smaller update but includes a lot of essential fixes to help the game become more stable:
-Fletching skill requirements reduced for the final 2 arrow types -Fixed chalkboard texture to match the above change -The chance of getting smithing skillup from hammering a blade has been reduced by approx. 17% -No room in inventory message will now show exactly which inventory type it's talking about -Target armor textures corrected for levels 960+ -There is now a level 1000. Achievement has also been fixed. -New desktop icon for the game. -The game can no longer autosave before the crank attaches to the door, leaving you in a stuck state -Autosave on weapon create was removed, as it was a minor feature that was causing a bunch of problems -You can no longer hit targets with fuel gems -Parts on the mining machine will no longer slowly drift out of place -Arrows level 900 - 1000 have improved visibility -Improved sale price of ore, ingots, crafted swords. Now you will make more money off swords and less money off ore. -Improved animation for the mining machines belt and conveyor -Sword will no longer pop into your right hand if entering the time chamber with it in your left -The lids of the crates now have collision -Your sword handle will no longer collide with stuff when sheathed -You can no longer kick around relics with your player -The battle ring will now highlight when you are inside in first person movement mode -Removed visual artifact/LOD change on elixir games logo at start -Fixed the player belt pouches flipping around at certain angles -Cloth on museum tables will now remove correctly when you reach level tiers -Coins that explode off of bullseyes will now show as the proper type -Sword duplication from time chamber finally squashed -The time chamber can no longer alter a blades appearance on exit -Can no longer get a relic more than once -Melting ingots can no longer destroy the crucible - leaving your hands floating -Improvements to the coin display on the reward coins, removing errors
The Steam version may differ from the Normal version. The following changes are written for general use. The RetroArch Playtest version will be updated at a later time today.
Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love with our users. This project exists because of your support and belief in us to keep going doing great things. If you’d like to show your support, consider donating to us. Check here in order to learn more. In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store!
PlayStation Vita users will be happy to learn that the issues with gpSP (Game Boy Advance emulator) are now resolved, and it should work as reliably as it did before 1.9.1 (and perhaps even better now thanks to increased performance). We hope you get a lot of mileage out of this core as a lot of work and effort went into it to really optimize the performance of this core over the past few months!
Text To Speech support is now enabled for the macOS Universal build. You can access this by going to Settings -> Accessibility and enabling ‘Accessibility Enable’.
Some nice changes under the hood that are more technical in nature: config file loading performance has been improved immeasurably which should help out with initial startup times of RetroArch, loading config files as well as loading shader presets. Core info file loading itself has also seen many performance improvements. We are aware that despite all this, loading all the assets in the more feature-rich menus like MaterialUI/XMB/Ozone can still take a long time on systems encumbered by slow disk I/O, but we have some special things in store for future versions that should increase asset loading performance significantly.
There is now multi soft-patching file support. We will explain this in more detail below.
Highlights
Multi soft-patching support
If an IPS/BPS/UPS patch is found, will replace the last character in the filename with a counter and loop until another patch is found (in any format).
Example matching filenames:
Contra (Japan).nes
Contra (Japan).ips # Applied first
Contra (Japan).ips1 # Applied second
Contra (Japan).ups2 # Applied third
…
Notice that if one filename breaks the loop, the following patches won’t be applied too. e.g.:
Contra (Japan).nes
Contra (Japan).ips # applied
Contra (Japan) (Translation).ips1 # Partial name match, not applied
Contra (Japan).ups3 # Not applied either
…
1.9.2 adds the same search filter functionality that currently exists for playlists to the file browser when selecting Load Content. This means:
When navigating the filesystem via the file browser, the user can press RetroPad X (or /, etc.), and enter a search term
This becomes a filter – all matching entries will be displayed
The user can then perform another search to further refine the results. Up to 8 filters may be stacked in this fashion
Pressing ‘cancel’ clears the last entered filter
For example:
In order to support file browser navigation, the search filter implementation had to be rewritten. Instead of having a single menu-driver-level search filter, independent search terms are now stored for each menu list. This is a far more robust solution, and means that filters can be enabled for other menus far more easily (and without any hacks). To demonstrate this, 1.9.2 also enables search filters when selecting shader presets/passes via the file browser (I will try to add this in more places as time permits):
Finally, 1.9.2 makes the following changes to existing search functionality:
Entering a search term consisting of a single Latin alphabet character will now always jump to the first entry whose first character matches – i.e. we no longer apply search filters in this case, since a single alphabet character filter is not useful. This means single character searches can be used for fast alphabet navigation
When searching file browser lists, the ‘utility’ entries (e.g. Parent Directory) are ignored, since they have no bearing on the actual list content (i.e. searching for p will now jump to the first p file – previously, it would always jump to Parent Directory…)
When performing non-filter searches, the entry labels used in each comparison now exactly match what is printed on screen by the menu driver. Previously, raw file_list values were used, which are often the same, but not always (e.g. in a number of cases, this is the difference between searching against full file paths vs. path basenames, which can produce erroneous results)
In addition to all this, 1.9.2 also enables search filter support when using the file browser to select cheats and overlays.
Optional menu screensaver animations
At present, when using XMB/GLUI/Ozone, enabling the menu screensaver will cause the screen to be blanked when the screensaver timeout has elapsed. 1.9.2 adds three optional animations that may be displayed instead – these can be selected via the new Settings > User Interface > Menu Screensaver Animation entry; animation speed may be adjusted via Settings > User Interface > Menu Screensaver Animation Speed. The options are as follows:
OFF: Screen will be blanked
Snow:
Starfield:
Vortex:
These effects are rendered using font glyphs; the performance overheads of all the animations are therefore low. This should also give you some indication as to how we are planning to reduce file I/O overhead across the board when it comes to asset loading, but that is something that we will be unveiling for a future release!
When using GLUI/Ozone, the screensaver will be tinted (somewhat) according to the current menu colour theme (XMB uses a fixed screensaver colour, since it does not have a ‘proper’ colour theme implementation).
OpenDingux beta: Add 50Hz support
All devices running OpenDingux Beta have native support for both 60 Hz and 50 Hz display modes. 1.9.2 enables 50 Hz functionality in RetroArch. The refresh rate can be toggled between 60 Hz and 50 Hz via the Settings > Video > Output > Vertical Refresh Rate menu entry; the value can be saved on a per-core/content directory/game basis via regular config overrides.
This makes OpenDingux devices (running the Beta OS) pretty much the only affordable/easily available handhelds that can run both NTSC and PAL content smoothly. The VICE core in particular benefits enormously from this addition.
OpenDingux beta: Fix IPU scaling when running GB/GBC/GG/NGP-resolution content
Further testing of the OpenDingux Beta port has revealed several more resolutions which are mishandled by the IPU hardware scaler. 1.9.2 updates the resolution blacklists accordingly, fixing scaling for the following content:
Gameboy (+ Color)/Game Gear at native, x2 and x3 resolutions
Neo Geo Pocket (+ Color) at x2 resolution
Changelog
1.9.2
3DS: Enable graphics widgets / overlays
3DS: Load texture images as BGR colors
3DS: Change default asset directory
CHEEVOS: Allow rcheevos_patch_address to be called on game without achievements
* Increased the maximum number of simultaneous players to 5. #The maximum number of players will be 5 when starting a new stage with no one in version 1.0.8.
* Fixed a bug that caused eggs to continue to exist when they shouldn't.
Rushdown Revolt is the next stage in Fighting Games. Move faster and strike more swiftly than ever before with the power of Spark to fuse your abilities together into unique and devastating combos.
This update introduces a whole new customization system and more bug fixes and improvements.
NEW FEATURES
-Added a whole new Customization System (alpha) -Added 11 new skins (most skins can be unlocked with special codes, given during events). -Added 3 more tutorial videos. -The Unknown can now manipulate time when close to the player. -The Unknown can now be stunned with a dunk-o-meter explosion. -Added an area with the Unknown in practice mode. -Added a few easter eggs.
CHANGES
-If you get shield shoved while stunned (from a previous shield shove) then you get killed. -You now have more control over where you fall and look when shield shoved. -Increased level bounds on most levels. -Door and glass breaking sound effects now get affected by slow motion. -FOV now also affects the third person camera. -Adjusted the Dunk-O-Meter explosion vfx. -Updated redeem code system. -Updated a few main menu images.
BUG FIXES/IMPROVEMENTS
-Enemy shooter no longer reloads when dead. -Fixed bug with audio not saving -Fixed a few more bugs negatively affecting performance.
KNOWN ISSUES
-A few icons are missing from customization items. -Shields temporarily can't be stolen due to grapple kick bugs. -The explosion after reaching full Dunk-O-Meter doesn't affect enemy ragdolls.
If you find any bugs please let me know, I would really appreciate that.
This technically shouldn't be called a "hot-patch" given there are structural changes that people need to be made aware of, but it's a bit too late for me to change my version system. :)
Pathing Changes
The main reason for this update was to address a old bug which was causing settlers and animals to, sometimes, be teleported to the wrong side of a wall. Basically it would happen when something is pathing around a corner and gets worsened when a game is saved right when this happens. For barely half a second, the peon was technically "in the wall" which could force the engine to forcefully push it outside, not always on the correct side.
As such, instead of pathing diagonally through a the corner of a house, they'll path around it. It gives a more natural looking movement. There's a downside to this change, though. One movement type that was possible in previous versions is not anymore. Best way to illustrate is with a picture:
Moving between corner-adjacent obstacles is no longer possible. Settlers will go the long way around. If parts of your base is relying on people moving diagonally through a bunch of depots/walls, those parts have to be redesigned to allow access.
I know this fix is going to be slightly annoying to some of you. But at this point in time, it's the only valid choice I have to fix the issue.
There's an upside, some fairly frequent calculations (flood fill) done by the game are now a lot less CPU intensive, which should help with performances on very large maps.
Build in Combat Mode
Build mode keyboard shortcuts are now working in combat mode. As such, and assuming you know your shortcuts, it's possible to build, cancel and raze stuff from the combat UI now.
This should be especially useful with "special projects" that require active guards, like walling off parts of the sewers or securing a spawner to make a food or giant egg generator. You won't have to switch between build & combat mode nearly as often.
This is still a bit experimental, but so far my testing hasn't found any deal breaker.
Biome Specific Weather
Biomes can have their own weather patterns, and even weathers which are unique to them. For instance, in the scorched biome, "acid rains" have been replaced by a way deadlier "blood rain" version and cold waves can no longer happen.
In the same spirit, arid biomes no longer have cold waves, and rain is much less frequent. Swamps have no heat waves and it's raining more often. Most other biomes are left unchanged for now.
Notes
This is still a hot-patch, technically. As such, there's no compatibility problem to expect. Just keep aware of the changes in pathing.
Beside that, devlog about 0.8.3 incoming sunday :)
Full Changelog
Balance: Given all animals a very slow (only outside combat) health regen ability to compensate for the fact they can't heal on their own otherwise
Change: It is no longer possible for agents to path through diagonally-adjacent walls/obstables
Content: Weather patterns depend on the biome you spawn in (swamps get more rain and coldwaves, arid less rain and more heatwaves, scorched is hellish)
Content: Scorched biome: acid rain replaced by blood rain (local mobs are generally immune to its effects) and the water there is now red.
Engine: Slightly improved overall performances on large maps
Engine: Switching to/from the world map is now near immediate instead of freezing the game for a good second
Modding: Some mapgen/terrains files have a new "WeatherPatterns" field (see arid.json or humid.json)
Modding: Weather pattern files have a "CanUseInProcGen" true/false setting, if set to false, this pattern will only show up if it's included in the terrain's data
Modding: Added "CanSocial" true/false to npc files (to enable/disable relation tab/funcs on relevant npc types)
UI: Updated some of the tutorial and game-tip messages with more accurate/useful information
UI: Right clicking zones in the build menu will display a detailed info menu like it does for other objects
UI: Added "Zones" category to the encyclopedia
UI: Most of the build mode keyboard shortcuts are now working in combat mode (building, razing, cancelling and most menus)
Fixed: Messages about brawls would incorrectly indicate that all brawls are from your survivors (even if it's between hostile people in a bunker)
Fixed: The biome dropdown in custom game / underground menu was clipped incorrectly
Fixed: Basements could spawn on the surface in some scenarios
Fixed: Frenglish "recolt" changed to "harvest", and corrected other outdated information in the tutorial
Fixed: On rare/specific occasions, agents could end up on the wrong side of a wall (after loading a save, especially), this *should* be fixed
Fixed: Animals, zombies and robots spawning with the "social" module, unnecessarily consuming CPU cycles (not many, but hey)
Fixed: Zombies weren't immune to the heavy version of acid rains.
Fixed: In some underground scenarios, "surface events" (new recruits, traders...) could still happen before the player breaches the surface