4 December is the date for DelayedSun to release. Wait for it!
The game is completely done and ready to be released to the public. The story is completely done, the overall gameplay is perfect. Some tweaks and the game is done!
The game will be released in Early Access state. I need more feedbacks on the game and I want the game to be more polished.
We partnered with our friends at CS:GO to ship the Battlefield 2042 Sticker Capsule featuring 12 unique designs from Battlefield 2042! Get your sticker capsule in CS:GO now and play BF 2042 on Steam.
Stillwater and Lawson - Details of the compound changes coming with Update 1.7
Hunters, Update 1.7 is incoming and with it are some changes to Stillwater Bayou and Lawson Delta. After the work that went into the DeSalle map, we wanted to look back at what we had learned from developing that map and analyze what had worked well as you guys have hunted bounties in it. These learnings were the spark for us to bring new life and options to the older maps. And you'll see these changes in the latest game update. For example, one of the largest learnings from DeSalle was our determination that the water in Hunt is not really a gameplay space but rather an obstacle and should be treated as such from a design perspective.
There are also adjustments, additions, and changes across the maps, such as new routes towards compounds where specific areas have become bottlenecks, reducing gameplay stalemate zones, and rebalancing sites that give too much advantage to a defensive or attacking team.
The complete list of changes can be found in the Patch Notes. There are many additions, and we hope that together they make each map an even more rewarding, engaging, and exciting gameplay experience. To give you a flavor of what's in store, we'll take a tour of just some of the compound changes with some before and after snaps.
Stillwater Bayou
Lockbay Docks
You'll find more windows, an elevator platform connecting the main building, and an extended roof providing access to new entry points here. The aim is to make this building less locked down, add more purpose to the upper floor and basement, and create more places to peek out, provoking combat.
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Pitching Crematorium
Underground areas, in general, have brought a lot of challenges, so we wanted to provide players on the attack in these areas with more options to choose from and reduce stalemate situations.
On the outside, we found players were hesitant to push into the compound perimeter. To address this, we're giving you more options. We are extending the waterside entrance, providing more cover when approaching from the west, replacing the one-person-elevator with a multi-person platform elevator, and extending the jetty. There are also a few more additions for you to discover.
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We wanted to make the compound interior more rewarding by adding more viable options for you to access the underground areas. Long sightlines have been broken up, we've added more cover for attackers to use, and more entrances to the boss room make it easier to flank and infiltrate.
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Scupper Lake
As we mentioned, it's emerged over time that water is not really a gameplay space but rather an obstacle. We followed this as a guideline for DeSalle, but we've adjusted this across many areas on the older maps, especially in Stillwater Bayou. Scupper Lake is a good demonstration of the design approach.
You'll find more land around the compound to aid your movement, new wooden walkways, clearer perimeters, and reduced and grouped vegetation. Overall, going through the water to your target may still be a quicker or better option, but you'll have plenty of other viable routes to choose from.
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Lawson Delta
Bradley & Craven Brickworks
The roof of the east brickworks building has proven to be an excellent spot for attackers to pick up a decisive and satisfying kill on defenders inside the building. However, accessing this roof has always been awkward as you had to enter the compound. The solution? More ladders. Enjoy.
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Nicholls Prison
We saw with DeSalle that the more 'organic' forest areas, like those seen in Stillwater Bayou, have more appeal and fun than the simpler vegetation blockers that were mainly used in Lawson Delta. As a first step, we've edited the forest northwest of Nicholls Prison to be less "corridor-like."
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Maw Battery
Due to its elevated position, Maw Battery can be pretty intimidating to approach. We've added a watchtower to the mud bunker to the west so you can scope out the situation before committing to action.
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Wolfhead Arsenal
With this compound, we wanted to improve route and flanking options both inside and outside. We've reworked the side buildings and added more shutters and windows, added another balcony to the northeast building facing Fort Carmick, extended the roof around the compound's northwest building, and more. We've also added some visual upgrades across this area.
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We hope this brief tour gives you an insight into the design decisions taken around the improvements that await. Please note that this is not an exhaustive list of the many, many changes to the compounds listed above or the other compounds improved in the maps. However, you can check out the Patch Notes that come with Update 1.7 for a definitive list of additions and upgrades. We are confident that the update provides a better experience, and we'll continue to analyze the way you play through these areas to work out what is working well, what might need further improvement, and so on. And of course, your feedback is always really useful, so as you get used to the compound changes, let us know what you think on the usual channels.
We have checked and confirmed that the Skelion's Head that was supposed to be included in the rewards for the Halloween event was missing. To amend this, we will give everyone who completed the event a Skelion's Head through Code the Redeemer during this week's maintenance. We will also keep the effects going for a month into December. Thank you, and sorry for the inconvenience!
Also please note, turn-in's on a going forward basis will award items of roughly comparable value to their old Zeny rewards. This is so that the reward settings for the turn-in event is consistent with other rewards settings in the game. This will allow merchants to now overcharge their turn-in reward items.
Gramps will now reward the following items instead of Zeny:
STAR FLEET II - Krellan Commander Version 2.0 - BrianRubin
My friends, welcome to the latest Star Fleet II Development Update. First off, let me apologize at the long amount of time between the last one and this one. Life kept getting busier and busier and I just never set aside the time to pound this out. I'm going to try to do this in little bits in the future so it won't be some massive thing in my mind, and therefore easy to avoid. If I chip away at it bit by bit, it'll be easier for me to get these to you.
Anyway enough about that, you're here to learn about what's been going on with Star Fleet II! The big word is: Probes. In recent updates, Trevor has added an entirely new way to use probes for Subadmirals and Admirals. Whereas before this new update, probes would go to a system, passively tell you what might be there in terms of planets, enemies, and starbases, and that was pretty much it.
Now, probes have an active mode that not only lets them go into orbit and scan planets, but also searches systems for enemy Starbases. It makes the exploration part of a mission MUCH more streamlined. That isn't to say it makes the game EASIER. Far from it. The probes help you find stuff more quickly, but you still need to deal with said stuff once you find it. Finding a UGA colony only a day or two into a mission does not make it any less of a challenge to deal with.
There have been a TON of other updates and fixes as well, and you'll be able to read all about them in the release notes linked below (I'm sorry I don't have approximate dates for these). These are all for version 1.9.
Release 0.6 - Nav will check to see if there's a black hole in your path upon choosing a new navigational target. Full Notes Here.
Release 0.7 - New Probes Systems for Subadmirals and Admirals. Full Notes Here.
Release 0.71-0.73 - Exploring probes will optimize their routes more effectively to save energy. Full Notes Here.
Release 0.80 - Changed the color of colonies in the planets table for easier identification. Full Notes Here.
Release 0.81 - Starforts will now be more spread apart. Full Notes Here.
Release 0.82/0.83 - Supply ships will now give updates on their ETA if requested again. Full Notes Here.
Release 0.84 - Probes are now color-coded in the Probe Operations Control depending on their energy level. Full Notes Here.
Release 0.86 - You'll now be asked if you wish to have a Destroyer explore a system if it thinks there are enemies there. Full Notes Here.
Now that the new Probe Operations Control is up and running, the next big feature Trevor plans to implement before 2.0 is the Captain's Log, which will be a personal journal of the captain. This will then be rolled into an all-encompassing Mission Log. This fully-integrated Mission Log will combine the Report Log, Message Log AND Captain's Log into one chronological document that details what happened during a mission. This is the final thing Trevor really wants to implement into the game before 2.0 finally launches, but it also might happen after 2.0 hits. We're not entirely sure yet.
Regardless, this means we still don't have a final release date for the game, but it's looking less likely to be 2021. I'd reckon, at the rate things are happening, Q1, 2022 is far more likely. Please understand that we need to take the time to get this as stable, bug-free and well-documented as possible before releases, and we're all working hard, Trevor and playtesters like, to make that happen. We truly appreciate and thank you for your patience.
With that said, I hope you've enjoyed this development update, and I hope to catch you here on Steam, or YouTube or Twitch, every Monday morning for more Star Fleet II. Thanks for reading, and don't hesitate to hit us up if you have any questions.
P.S. Don't forget, we're still actively looking for playtesters, as the more folks helping us find bugs, the quicker this will get released. Be sure to contact us if you have the time and interest, and thank you.
- Added a new patreon pet from Doobag, Sloth! You can unlock it with a token. Sloth is an adventurer specialist which is good in item, multiplier and food camps, especially in long campaigns. - Added a dialog which asks you to do a survey. That is not needed but helps for future updates and is your chance as a player to influence future updates with good feedback! You also get 100 free avatar points if you do that survey. - Fixed some issues with display errors in android, cap max for div gen > 2 billion.
Steam VR users playing on an Oculus headset: When Purchasing Bureau Gold, you will need to take off your headset to approve the purchase
If you see a notice that you need to "update to play" but don't see it in the store, uninstall and reinstall POP: ONE to force the upgrade to happen. You won't lose any progress or data