An unofficial Alpha 34 build is out on the BETA branch. Check it out if you're an experienced player and want an early glimpse of all the new stuff!
Please post your feedback in the comments below.
If you are new to KeeperRL, it is strongly recommended that to stick to the official Alpha 33 patch for now, as this build is very unstable, and the tutorial doesn't work at the moment.
Please also note that until the patch is officially released, the save file format may change at any moment, and you saves may be lost. (although I'll do my best to avoid this).
To opt into the build, please go into the game's properties, BETA tab, and choose the "dev" branch.
Hello Captains! It's Valentine's Day and we’ve got a few girls itching to spend the day with you. Spread your love with teddies and love letters and they might just spread their legs for you later!
Event Details: ► a brand-new unlock scene featuring your favorite Bella ► 3 new event threads with pictures/animations for Yulia, Paulina and Alicia ► new costumes for several of the girls incl. a new outfits collection giving additional sponsoring ► to unlock collect teddy bears in PRG, DME, CPT and ICN as well as love letters in FCO, JFK, GIG and CUN ► a repeatable event mission to collect even more event items and unlock two pictures (requires level 6 - The pictures are from the last year’s event) ► The event lasts until 16th February 7 am UTC
PS: For those that missed unlocking Alicia during her event, you can find the Alicia XXL pack in the shop again.
We also released version v2.2.4.4! Here are the changes:
> Fixes: ► We fixed an issue with the daily luggage cap reset ► Updated High-Level Balancing (first step, more to come)"
In case you missed it, we're sharing our recent Soul Grinder spotlight with everyone along for the ride up to the launch of Total War: WARHAMMER III. In this spotlight, we're introducing the SOUL GRINDER: a horrifying Daemon Engine you can unleash upon the battlefield to crush and consume your enemies!
For the latest news and announcements, don't forget to visit our social channels. You can also join the ongoing conversation over on the official Total War Discord server!
In honour of the approaching day of love, we want to please you with a new event!
The holiday program includes: a cool event mode, new special offers, discounts, missions, Ultra Containers and Coinboxes, as well as increased battle funds and experience.
Discounts
You can never have too many discounts! Buy now!
From February 11th 02:00 UTC till February 12th 02:00 UTC:
-30% on the Shop. The discount applies to crystals, gold boxes, and kits.
From February 12th 02:00 UTC till February 13th 02:00 UTC:
-30% on Garage items (turrets, hulls, modules, augments, drones, supplies, batteries, and paints)
From February 13th 02:00 UTC till February 14th 02:00 UTC:
-30% & 50% on micro-upgrades and their speed-ups
Special mode
Head into battle and catch the gold boxes - there will be plenty to go around!
Special Mode «Goldhunters»
From February 11th 02:00 UTC till February 14th 02:00 UTC:
Maps: Chernushka, Future, Red Alert
Increased gold box drop rate
Overdrives: disabled
Special offers
We have prepared 2 holiday special offers for you!
Special offer «Heart Thief»:
10 Ultra Containers
1 unit of the «Nuclear Energy» supply
15 days of premium account
3 Weekly Containers
Special offer «Energy of Two Hearts»:
250 Ultra Containers
3 units of the «Nuclear Energy» supply
Ultra Containers
Treat yourself with updated Ultra Containers!
What can be obtained from them:
Firebird’s «Paralyzing mix» augment;
Freeze’s «Magnetic mix» augment;
Twins’s «Plasma Turbo Accelerators» augment;
Unique XT skin for the Ares in an HD style;
The elite Skin XT for Smoky;
Detailed Ultra Skins for Thunder and Hornet;
The «Crisis» drone and the «Armadillo» module.
As well as everything else that can be obtained from regular Containers!
Coinboxes
As usual, coinboxes will be available for purchase in the Shop during the event. If you are lucky enough to get 100 000 Tankoins, share a screenshot on the forum!
There are other cool rewards too; make sure to check them out on the Wiki.
Increased funds and experience
From February 11th 02:00 UTC till February 14th 02:00 UTC in all matchmaking battles, funds and experience will be doubled!
You will get new ranks faster and earn more crystals for each battle played to its conclusion.
Special Missions
Complete the tasks and earn the rewards!
Special Missions from February 11th 02:00 UTC till February 14th 02:00 UTC:
Mission: Favorite
Task: Get into the TOP-3 1 time in any matchmaking battles.
Reward: 1 Ultra Container and 1 unit of the «Nuclear Energy» supply
Important: The mission is only available for «Premium Pass» owners.
Mission: The Hero of My Heart
Task: Be in the winning team of 1 battle in any matchmaking battles.
Reward: 3 Ultra Containers and 3 units of the «Nuclear Energy» supply
Important: The mission is only available for «Battle Pass» owners.
Supermission: Heartbreaker!
Task: Complete «Amorous Madness», «Butterflies In a Stomach», «First Kiss», «Undying Love» and «Love Triangle» missions.
Reward: 7 Ultra Containers and 150 stars
Mission: Love Triangle
Task: Get into the TOP-3 1 time of the winning team in any matchmaking battles.
Reward: 1 Ultra Container and 50 stars
Mission: Amorous Madness
Task: Use overdrive 10 times in any matchmaking battles.
Reward: 1 Ultra Container and 50 stars
Mission: Butterflies In a Stomach
Task: Destroy 50 tanks using light hulls (Wasp, Hornet, Hopper) in any matchmaking battles.
Reward: 1 Ultra Container and 50 stars
Mission: First Kiss
Task: Destroy 50 tanks using medium hulls (Hunter, Viking, Crusader, Paladin, Dictator) in any matchmaking battles.
Reward: 1 Ultra Container and 50 stars
Mission: Undying Love
Task: Destroy 50 tanks using heavy hulls (Ares, Titan, Mammoth) in any matchmaking battles.
Reward: 1 Ultra Container and 50 stars
Festive decoration
Throughout the holiday, a festive mood will litter the game:
Special Holiday paint
Holiday billboards
Holiday parachutes
A festive skin for the gold box its dropzone
Have a great holiday everyone! Love and happiness to all!
Our ninth Isonzo dev blog is focused on a very special class - the Mountaineer! We obviously couldn’t make a game set on the Italian Front without including the specialists who trained explicitly for Alpine warfare. So what’s the role of the Mountaineer in Isonzo, and what kind of skills and equipment do they have? Read on to find out…
Mountaineer
”With training and equipment suited to the extreme terrain of the Alps, Mountaineers excel at reconnaissance and infiltrating enemy positions.”
Mountain troops were used extensively by all factions on the Italian Front, given that most of the terrain was extremely mountainous - ranging from steep foothills on the Carso to the extreme high altitudes in the Dolomites. For the Kingdom of Italy there are the famous Alpini troops, while the Austro-Hungarian Empire can count on the famous Kaiserjäger to counter the Alpini. While the Kaiserjäger were not officially mountain troops, they were highly trained light infantry who fought hard in rough terrain. Both have a unique appearance, especially the Alpini with their characteristic cappello with feathers. We knew that representing the mountain troops in-game with a specialised class designed to scout and make their way through challenging environments quickly was essential.
Their equipment options reflect their role. The Mountaineer is the only class apart from the Officer to be able to carry a flare gun, though the Mountaineer’s flares work a little differently: one flare will grant spotting in the targeted area (identifying enemy forces on the mini-map) while following it up with a second flare will increase the speed and accuracy of any mortar being aimed by allies within that area. There’s an obvious synergy in simultaneously spotting enemies and allowing more deadly mortar fire on those enemies!
Italian Alpini in action.
Other choices include binoculars for spotting without the ammo limitations of a flare gun, an icepick melee weapon, a canteen, and even a bugle which inspires teammates around the mountaineer to advance with perks like faster sprinting and suppression immunity (representing mountaineer knowledge of the terrain and ability to lead troops through less obvious paths).
The Mountaineers enjoy perks that suit their role as mobile scouts. The Alpinist perk grants double vault and climbing speed, allowing for swifter navigation across obstacles and when moving vertically. The Observer perk gives the Mountaineer the ability to construct a periscope, which is a spotting tool that can be used by anyone on their team once built, and they can be built anywhere the Mountaineer deems useful. The construction system is something new to Isonzo that we’ve only hinted at so far, but you can expect a larger blog about it soon!
A mountaineer using a trench periscope to observe enemy positions.
All of this isn’t to say that Mountaineers aren’t ready to be in the thick of the fighting when things get hot! The aforementioned icepick is a deadly close quarters weapon, and they have a variety of rifles and carbines to choose from, including some with bayonets.
Reserve Rifles
Speaking of weapons, today we’ll also look at two of the more… venerable rifles you’ll see in action. You’ll be able to unlock these as Mountaineer weapons as you play - we’ll talk more about how you unlock weapons in Isonzo in a future dev blog! If you missed our previous blog about how the class and loadout system works, read all about it here. Now onto the rifles!
Vetterli 1870/87 The original Vetterli was a single shot Swiss design from 1868, which Italy started manufacturing for their troops in 1871. That’s far enough in the past that the rifles produced in those early days often had minor differences due to variations in local construction - standardization was only introduced in 1874!
The 1870/87 version isn’t the only Vetterli rifle in the game…
By 1887, these Vetterlis were being converted into four shot magazine rifles. This was the Vetterli 1870/87, which would be replaced by the more modern six round Carcano rifle in 1891. But production of the more modern weapon never caught up to demand once the war started.
By late 1915 the Italians were running low on modern rifles, so the Vetterli 1870/87 was issued to various new regiments that nobody expected to see combat soon - however, the unpredictable nature of war meant that a number of these old rifles would see action as their users were forced into battle. If you don’t mind a somewhat smaller magazine, the Vetterli 1870/87 can serve you well!
M1867 Werndl–Holub If the Vetterli sounds long in the tooth, spare a thought for the Austro-Hungarian troops who found themselves armed with the M1867 Werndl–Holub rifle, which was even older than the original Vetterli. A single-shot breechloader, the Werndl was perfectly serviceable but no match for the rate of fire of modern guns.
The reliable but elderly Werndl.
They were issued to some rear-echelon forces so that more modern weapons could be concentrated in frontline units. As with the Italian soldiers issued Vetterli rifles, the troops given the Werndl did sometimes find themselves in combat with their decades old firearms. If you can make every bullet count and avoid chaotic situations where you need more than one shot at a time (or bring your icepick for when things get up close and personal) the Werndl can be a very satisfying weapon to master.
Join the Isonzo Beta!
We’re still gathering interested players for our Isonzo closed beta. If you’re one of them, you can {LINK REMOVED}sign up here. There’s no guarantee that everyone who signs up will get a chance to be part of the closed beta, since we pick people based on various criteria from hardware and server region to playtime. That said, we are looking for a broader audience than with the alpha tests, so your chances are good!
Stay tuned!
We’ve still got lots of exciting details to share about Isonzo, not least the new construction system. There’s no guarantee it’ll be ready for the next dev blog, but we’re eager to share it with you as soon as we can! Don’t forget to follow for the latest updates and wishlist Isonzo on Steam!
The distinctive look of the cityscape in Sphere - Flying Cities was created by merging old science fiction graphics, brutalist architecture and cyberpunk elements. This allowed us to give the game world a retro-futuristic and at the same time slightly dystopian basic character.
At the beginning of the game, the brutalist architecture is still somewhat less present. The main building, as well as other early buildings like small housing units, plantations and storage buildings, have more of a retro-future-survival look and are mainly designed for functionality.
The retro-future-brutalism look only becomes the defining architectural feature of the flying colony as the game progresses (and the city grows in size). The combination of concrete buildings and neon lights/colors, as well as other cyberpunk elements, represents another nuance of Sphere's distinctive look. Giving the cityscape a dark, gritty basic look by picking up on the architectural style of Brutalism was decided early in development.
Brutalist buildings, by their geometry alone, tend to appear rough and rugged. The rough, often massive finish and their expressiveness can make for a threatening impression and a sense of anonymity in the individual. In addition, there is no great variety of materials or colors and rather small windows.
Genex Towers, Belgrad
Robarts library, Toronto
MTU (Middle East Technical University) Rectorate Building, Ankara
Brutalist buildings therefore sometimes have an extraordinary aesthetic, which can be additionally emphasized by the interplay of light and shadow. We take up all of these characteristics to give the buildings in the game a multifaceted and at the same time uniform look.
Also, the architectural style of Brutalism with its simplicity and uniformity picks up the collectivist idea within the project. The success of the colony is the main focus and not a dressed up city, at least not at the beginning of the game. The buildings have no large ornaments and deliberately do not come across as sterile and clean.
On the contrary, they are supposed to be inhospitable. This is fitting for the special starting scenario of Sphere, that of a fragile first flying colony, always threatened by the adversities of nature. A survival scenario in which a single dangerous situation can have devastating proportions. It is presented as anything but an ideal world.
However, the collectivist project of the flying city gradually evolves from a harsh, gritty struggle for survival into a technologically-advanced project of the city of the future with skillful action. Through clever behavior on the part of the player, greening takes place within the dome and buildings also sprout up. The architectural style of Brutalism is also very suitable for this, since the many windowless areas of various buildings are ideal for plant growth and since the green of the plants is a strong contrast to the gray tone of the cityscape that has prevailed up to this point.
The greening feature is expected to be made available with the Q2 2022 update.
You want more details and background information of our upcoming Sphere - Flying Cities?
Fear not, we have more devlogs already in the planning, giving you more insights into the creation and development of the game.
Hello Astronauts! Thank you very much for being on yesterday's developer stream! Was great! We will replay the broadcast recording from time to time on the Steam profile so that anyone who has not seen it can watch it.
It’s been a while since our last devlog, but here we are, back at it again! First of all, we hope you all had a great start to 2022 and that you enjoyed our little puzzle-filled holiday treat, the Rusty Lake Advent Calendar 2021! Secondly, we assume that by now, you’ve seen our official trailer for The Past Within but just in case you haven’t (or just need a refresher):
https://youtu.be/vddlEmrbNRw In this devlog we’ll be sharing a kind of “making of” with some behind the scenes moments from when we worked on the trailer, as well as some exciting footage that didn’t quite make the cut! Since the very first game we released, we made trailers as a way to build up excitement for our upcoming release and this time was no different – just maybe on a bigger scale. This time instead of only using gameplay footage, we knew we had to show more of the two-player experience itself. This could only be captured by showing real-life people interacting with the game. The idea for a new trailer started when we partnered up with Juun and Klaas from the HoyngHoyng Images. They are very experienced in making trailers, films and documentaries which to us made them the perfect fit to create a more real-life trailer for The Past Within.
Not too long after the brainstorming started, we came up with the idea to have two actors playing the game while the environment around them is affected by the actions they take inside the game they’re playing. We then started looking for the right location. Despite us being very specific about what we wanted, an atmospheric place that could become more ominous if the scene needed it, in a somewhat sinister location – out in nature, preferably in the woods, something that would fit right into the Rusty Lake universe. And luckily enough, we found exactly what we wanted in a beautiful cottage from Fareen.
With the filming location crossed from our list, we then went on an extensive search for the right actors. We were very pleased that Mike Wijdenbosch and Angélique Jutand, who after looking over the script, both agreed to come over to meet us and act out the roles to see if it would be a good fit. They had great chemistry together and exactly the screen presence we had in mind. A big bonus was that they were genuinely engrossed by the game and quite enjoyed playing together which just made the whole scene look and feel natural.
So you can imagine how happy we all were that they ended up playing the couple you see in the trailer. Now that we had what we considered to be the hard parts sorted, all that was left to do was to make sure we had the set looking the way we wanted it to look. Luckily, our office already had some of the Rusty Lake decors like the stuffed raven, the books, but some objects like the mantel clock and the lamps were found in speciality stores in order to create a decor that would reflect the right atmosphere. We did however need someone with more experience to put it all together! So we handed over the reins of the art direction and wardrobe in the capable hands of Eddy from Atelier Clement – a good friend and office neighbour who, to our delight, often invites us over for pancakes! His invaluable experience and a great eye for detail simply added that special something to the project that made the final trailer turn out better than we could have expected! And, last but not least, we also played a role ourselves (you might have seen who…), but mainly as producers - hiding some secrets 🙂
After the shoot was completed we had an intense few months editing, trying out different grading options and letting Victor Butzelaar work his magic by creating the impressive soundtrack for the trailer. Once again, we want to thank everyone involved! Each of them contributed a lot to creating probably the most suspenseful trailer we’ve ever made. You can watch the short scene which didn’t make the trailer in our latest blog post here!
The Past Within development status:
It is also time to give you a new update on the development status! Last week we hit an important milestone, because, after a week full of test play sessions of the latest build, we are now confident to say that we have 90% of the content ready. In the upcoming two months we will (again) focus on small improvements, adding effects, improving the tutorials and the ending, implementing different play modes and most importantly: beginning the Flash – Unity transition. Next to this, Victor Butzelaar is adding the final touches to the soundtrack and we are finally making progress with the audio design. This may seem like a daunting list but we’re making good progress and we hope to finalize everything before our next milestone which is April 2nd.
On April 2nd we want to showcase The Past Within to the public during our first in-person event in what feels like ages: Indie Showcase. It’s a physical indie game event organized by Noio and Second Maze. A lot of great Dutch indie games such as Cloud Gardens, Mail Time, Once Upon a Jester and of course The Past Within (to name a few), will take part and showcase demos and other fun activities! The event will take place in our office building A Lab located in Amsterdam, The Netherlands. If you happen to be in the area make sure to come by and get some tickets!
But for everyone who cannot join this amazing event… We will also take part in an equally exciting online event: Steam Next Festival, where we will showcase a demo of The Past Within. The demo will consist of 10 to 15 minutes of co-op gameplay, however, please be aware that what you play during this demo may not be part of the final release version of The Past Within.
Thank you so much for your support and for being part of our journey of The Past Within. There is a lot of exciting secret stuff going on that we cannot share yet, but 2022 will be an amazing year for all of you!
Ps. In case you missed it, we also helped release Johan Scherft’s very first game: Milo and the Magpies, through our publishing program Second Maze. Available now on all platforms.
The Alpha 14 features a mix of features wished by you, our players, and improvements and additions to the existing systems in the game. Let's take a look at all the new goodies!
Recommended to Start a New Game
This update has many reworks of existing systems, one of them being the power system. It is strongly recommended to start a new game.
We apologize for this, it is inevitable with early access games. We try to keep these instances where old saves aren't functional to a minimal amount, with months in-between to allow you to play without having to start over.
System Points Reworked (More System Points Possible)
Hull Stabilizers Now Give System Points
Hull Stabilizers now give System Points, instead of the points being tied to the ship canvas size. We also made the stabilizer smaller, to make it easier to fit in any area of the ship.
We have tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer, meaning two Hull Stabilizers must be a certain distance from each other.
The goal of this change was to remove the System Points from being tied to the ship canvas, and instead make System Points tied to the actual ship size. As two Hull Stabilizers must be a certain distance from each others it means System Points are added as the ship grows in size.
MORE System Points (Compared to before)
While the new update was in the experimental branch, some players instinctively thought this would lead to the ability to have less system points. However, it is actually possible to have more system points than before, as long as the hull stabilizers are placed strategically to achieve this.
All the in-game NPC ships have been redesigned to follow the same rules. So when in doubt, take inspiration from them!
Crew Members Leveling Up in Skills
Crew members now have skills ranging from 0 to 10. You can also customize the attributes and skills of your starting crew!
We've modified the crew member max skill levels from 3 to 10 and implemented crew members leveling up in skills. We also added a skill potential bonus to some traits, these traits give a bonus point to some max skill level. Many of the traits were simply mostly negative, this gives a new way to add something extra to them. The idea was a suggestion by one of our players:
"Something that makes certain characters worth the investment because they have a higher skill ceiling. It would be an interesting game decision to weigh a crew members long term strengths versus short term inadequacy."
Preserving Uniqueness
Our thought is that crew members should still have their strengths and weaknesses, otherwise they will all be the same and be good at everything. Nobody would be unique and this would detract from the joy of finding someone great in the medical or weapons skill, as it would no longer carry a meaning if everyone is great at everything.
Crew members will have a natural ability to become great in one or a few skills, but they will also have their limitations. While the crew member you find on your journey will be random in their skills and ability to learn, you will be able to customize these for your start crew if you so desire.
Ability to Customize Your Start Crew
Another highly requested feature was the ability to customize start crew attributes and skills. This will now be possible for the start crew members, while the crew members you find on your journey will still be their own individuals and cannot be customized.
We often also include more settings to our own game customization screen. So we implemented a way to customize if one can customize crew members, in the game customization menu. =)
The default settings in the crew member priority system takes the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Based on the changes mentioned above we have modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks. Graphically, we modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn. We also added some minimum skill requirements to production tasks and other tasks, this will help make individuals matter and have value.
Reworked the Comfort System
The comfort map has now been divided into three different categories: Work, Leisure and Sleep. All facilites have their own values in all three categories.
We have divided the comfort map into three categories: Work, Leisure and Sleep. All of these now have their own view modes, which can be accessed from the same comfort menu as before.
We felt there was a need to separate these, to allow more possibilities to customize how different facilities impact a crew member and their mood. A facility can be great in terms of having fun on leisure time, but still affect sleep negatively, such as the noise from an Arcade Machine.
Furthermore, we added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This eliminates the need to build multiple different tables close to each other to optimize comfort. Each table is still a table, and now they all belong to the same category and the comfort value will be based on the category instead of individual objects.
We also modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off. We also rebalanced comfort values for some objects.
Reworked the Power System
The power network has been separated into two different networks, the Basic and the Advanced power networks. Additionally, the needs for links have been removed.
The power system has been a bit hard to understand. We wanted to make it more clear and straight-forward, and also solve the problem of being completely dead in the water when energium is depleted.
Our next iteration is to divide the power network into two separate networks. One network being the integral basic power network, which is low capacity power distributed into the hull. This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
The need for links is also removed as the hull is seen capable to distribute the basic integral power. However, power nodes are still needed to expand/distribute advanced power. We are reworking the power nodes to make all the new changes possible.
Power Distribution Controls
The power control sliders gives you the possibility to redirect power according to need, possibly giving a boost to turrets, shields or the hyperdrives.
We're looking into making it possible to redirect power according to need, hoping to bring some more strategy in ship-to-ship combat also from managing power. The new power system supports this, as the wireless Advanced Power can easily be redirected to certain facilities, like turrets, shields or the hyperdrives.
We're also exploring the ability to give a power boost to ship-to-ship combat facilities using the power control sliders, and have them gain a bonus from it but with a possible down side, like the risk of parts breaking. Our goal is to also have power play a role in ship-to-ship combat. Overall, we're making new changes and additions to expand on ship-to-ship combat.
More Strategy in Ship-to-Ship Combat
The hyperdrives of the enemy ship can now be targeted to prevent the ship from escaping.
We've spent some time making changes and balancing ship-to-ship combat. Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping. Additionally, we plan to have new smaller versions of a turret and shield, as well as making some changes to the existing ones.
Turret Modifications
Turrets are getting new modifications to make ship-to-ship combat more strategic.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending shield operator, the skill of the ship gunner and the penetration chance of the turrets themselves.
The Autoturret - A New Smaller Turret
A new 1 System Point Turret is being added to the turret collection.
We're adding a smaller turret, which will be good for continuous fire and chipping away the enemy shields and hull, while giving larger turrets good moments to strike once the shields on the enemy ship are down.
A New Smaller Shield
A new 1 System Point Shield is being added to the Shield collection.
We're adding a new smaller version shield unit to the collection of shields in the game. This shield can be placed for only 1 System Point and gives some protection against enemy fire and micrometeoroids.
Modified the Behavior of Shields
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
Improved AI
We have improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Battlestations
Crew members can be assigned to a battlestation, which is essentially an area the crew member manages in ship-to-ship combat situations.
We've implemented a new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Facilities need to be repaired and restocked during ship-to-ship combat situations, battlestations gives the player a tool to make sure that an area has a worker nearby when it is needed.
HSS CALL ME CRAZY
The HSS CALL ME CRAZY featured in a data log series has been added to the game, with one additional data log unlocked when the ship is explored by the player.
The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
Full Patch Notes
It is strongly recommended to start a new game
Implemented crew members leveling up in skills.
Modified crew member max skill levels from 3 to 10
Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
Implemented a way to customize start crew attributes and skills.
Implemented a way to customize if one can customize crew members, in the game customization menu. =)
Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
Added minimum skill requirements to production tasks and other tasks.
The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
Divided the comfort map into three categories: Work, Leisure and Sleep.
Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
Rebalanced comfort values for objects.
Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
Added notes related to having settings at low/denied for systems in the power control menu.
Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
The Hull Stabilizer comfort values have been tweaked to make it less uncomfortable.
Generators, Hyperdrives and Power Capacity nodes now use system points.
Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending
shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
Implemented user interface improvements to the prepare for a hyperjump menu.
Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
Created new random derelict spaceships.
Polished and added more details to derelict ships rooms.
Logistics robots and salvage robot docks now consume a bit less power than before.
Logistics robots and salvage robots consume a bit less energy cells than before.
The Solar panel produces basic power and costs less in building resources.
Plants now have a higher growth rate penalty if left untended.
Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
Modified the default meal recipe in the Kitchen settings.
Modified the behavior related to how crew members seek out food to eat.
The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
The chance for the Military Alliance to carry out an inspection of your ship has been increased.
The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
Added translations to the new Call Me Crazy data log.
Improved graphics for roof elements, to make them integrate better with the roof.
Improved salvaging to avoid hauling resources to an airlock far away, if another airlock is available at a closer distance.
Set default zoom a step higher in the starmap.
Energy cells now take less energy rods to produce.
Gas scrubbers and Oxygen generators now have information of what they are working on in the information window.
Improved description texts for many facilities.
Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
Enjoy the new update! Remember to visit our forums above if you have any questions of how new mechanics work. We and other players will be ready to help in no time! =)
Featured Fan Art
A Space Haven Webcomic - Red Shirt Story by Ahr'Rekis