New missions have been added to the main storyline chain.
If you are at the end of the Conqueror mission, you can start the meeting at the Capital station to receive new tasks.
A new unique ship model related to the story has been added to the game.
New buildings that can be established by the player faction have been added. Players can now build a factory, asteroid station, and research center.
The effects and animations of some perks and talents have been improved.
AI vs AI battles have been balanced.
BUG FIXES:
Reported by players as follows :
The income from the systems owned by my faction is not being added to the main income or is being added incompletely.
The payment for the products I sell through trade ships is being transferred to my account incompletely.
If I pause the game when landing on a planet, the locations of the buildings on the surface change when I resume playing.
Mortha Geran ship - when buying it shows 4 weapon slots, but it only has 2.
With a new save, I was able to build a capital station right away in the starter system 189, at player level 5, and without any resources like ore/tools/nukes.
When warping to secret stations found with probes, I end up in empty space. (The exterior of the stations has been added to the game, but players still cannot enter the interiors of the stations.)
If I use the Huqe-CMK-FC ship for the Kold mission, I can't hijack the target ship, I can't leave my own ship, and even if I progress in the mission, the warp drive never activates.
Storing a ship, going mining, and coming back later had a stored ship that was shown as being T0 with no equipment.
In the Momo rescue mission, Momo dies during the Momo Mech battle, and the mission does not progress. (We were unable to reproduce this bug, but we have taken measures to prevent it from happening.)
The Wingmen squad screen widget UI gets duplicated until the game crashes.
The Guild Treasury was capped at 999.999.999; now it is capped at 2.000.000.000 TY.
When I try to use fast travel to go somewhere on some independent stations, it throws me out of the station.
If I use the mining laser somewhere other than an asteroid (or rocks in caves), the game crashes. (We were only able to reproduce this issue with enemy ships and we have fixed the resulting crash in that scenario.)
Somehow, a bit after using a Services Terminal inside Sonek station, my character could no longer interact with anything and would clip through objects. I ended up falling through the elevator.
My drones get destroyed when I land on a planet's surface while they are outside.
After warping, if the tactical map is open, the cursor gets stuck.
Sometimes, when exiting the Pirate Station, the game gets stuck on the fade and doesn't progress.
After giving the "break" command to the squad, they do not execute any commands I give within a few seconds (until the break sequence is over). But during this time, if I give the "warp away" command to the squad, the squad interface disappears, but the squad ships remain on the map.
The cargo capacity progress bar displayed in the upper left corner keeps progressing as the cargo fills up, and if the cargo is too full, it goes outside the interface.
There are no vendors other than the Ship market in Trade Hubs. (New markets have been added to the Trade Hubs)
When the Faction treasury reaches the clamp value, it is reset to 0 with the next currency update.
A Stress Test will take place Saturday, April 29th! You can find the necessary playtest info and times below. Don't forget to check out our Patreon!, which comes with some cool customization rewards, not to mention a key for early access! It is our only source of funding, and we thank all of our Patrons and players for supporting the development. We are currently on track to release Q2 2023. There will be no mid-week tests as we continue to prepare trailers and other elements for Early Access. We will have more news to share soon.
PATCH NOTES
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Streamer Mode added. Enable via button on Main Menu, or in Account Settings.
Welcome screen added.
Proper Microphone detection implemented.
Voice chat moderation notice screen added -> Players can opt-in/out from the voice chat feature at any time from audio settings.
Death microphone notice screen added -> Players can opt-in/out from the voice chat feature at any time from audio settings.
Players will have to agree with EULA - Privacy Notice before continuing.
Server browser: Player filters will be saved.
Server browser: Holding 'Left Shift' and clicking on a filter will unselect all other options or select all others.
Improved Gamemode announcements; Winning / Losing Status now communicated more often and effectively during a match
Player's preferred class will be asked for upon first time playing the game
When typing in chat, the Social Menu will no longer open upon pressing 'home' or the assigned key
A refresh button was added to the inventory section in the main menu.
Players will no longer be able to deploy rally points, sandbags, etc outside the game zone.
Players will no longer be allowed to spawn on players who are close to game borders or outside game borders.
Players will not be able to spawn on falling teammates anymore. (8 meters from the ground is considered falling)
Placed claymores will no longer fly on air while a player is sitting on a quad bike and moving fast.
Press 'N' to open night vision will be displayed on the screen upon the user playing a night map the first time to introduce them.
BCM Gun Fighter grip's model fixed.
Prestige - duplication bug fixed.
Tree colliders adjusted to be more accurate to the model and tree colliders will have a margin for shots made very close to a tree
'Jump' binding will be displayed on helicopter ropes to indicate how to climb them.
Helicopter x Rockets tail rotor hit detection improved (to crash helicopter)
Rockets etc will no longer make helicopters boost in a direction weird way.
All players in the helicopter will have proper screen shake effects when the helicopter receives an impact to make them realize they received a shot.
During helicopter falling, (Seat 3-4) miniguns will no longer have stabilization.
Possible fix for the player falling under the map on extreme lag cases (Needs to be tested)
Fixed: 2D Map would overlap the entire screen if the player plays on a higher resolution than their window size fixed.
Timedout / banned players will no longer have quick match options enabled. (They can't join anyway but the cards were visible and clickable)
• Networking: Max MSS lowered to 1436.
[/expand]
Progress Report
Over the next few weeks, the focus will be implementing the new Anti-Cheat, and start testing it's integration stability. We'll also be deploying our DDoS Firewall. This is one of our final milestones for Early Access.
Server Regions:
North America
South America
Europe
Asia
Australia
Supported Match Sizes:
127 v 127 (254 players)
64 v 64 (128 players)
32 v 32 (64 players)
Start/End Times:
6:30am - 12:30pm (Pacific Daylight Time)
7:30am - 1:30pm (Mountain Daylight Time)
8:30am - 2:30pm (Central Daylight Time)
9:30am - 3:30pm (Eastern Daylight Time)
1:30pm - 7:30pm (Greenwich Mean Time)
3:30pm - 9:30pm (Central European Summer Time)
9:30pm - 3:30am (China Standard Time)
10:30pm - 4:30am (Japan Standard Time)
11:30pm - 5:30am (Australian Eastern Standard Time)
FAQ: [expand type=showmore]
I've never played before, how do I join? - Head to our store page, and click "Request Access", it should be granted instantly! A Steam account created before 2022 is necessary to connect for playtesting.
I already have playtest access, do I need to sign up again? - Nope, welcome back!
Some of your tests use a different build, do I need a code for this? - No, the main branch is fine!
Is streaming/recording allowed? - Sure! Just keep in mind this is still in-development.
Where do I report bugs, or other issues? - We would greatly appreciate it if you'd share with us over on our Discord, but if for whatever reason that is not possible, feel free to make use of our Steam Community!
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Stay up-to-date and in touch with us on Discord and Twitter. If you're interested in watching live development, check out TheLiquidHorse on Twitch. If you'd like to further support the development of the game, check us out on Patreon!
Hello! As previously reported, I am currently working on the storyline, and it is about 40-50 percent complete. As it seemed to me, along with adding such a large piece of content to the game, is worth updating the visual component of the game. So I largely redesigned the game levels Jungle, Submarine. In addition, other levels have also been improved. While I can offer a short video, which presents a new version of the submarine! I won't stop there and will be sharing progress updates every month! Good luck!!!
-Made tutorial holos and dust swirls more subdued. -Slightly restructured Tut1. -Fixed early game friendly ships in custody still spawning with structure overhead. -Fixed opened crates reverting to base color if carried and dropped. -Fixed some newly introduced irregularities with inventory selection. -Fixed some stray code making gear carousel background item icon go invisible when mods for equipped ships are activated. -Fixed floating plasma vents in zone 4 (?). -Fixed title music stopping when unpausing after changing volume option on title screen. -Fixed problems with how [redacted]'s comms portrait is applied.
In this small patch we are trying out some suggestions that we received, as well as fixing a few bugs and issues that have been found! Thank you for your initial feedback, and please keep it coming!
Changes with the '📡 ' icon in front of them are changes or additions suggested by the community!
General
-Map Updates: •📡 Swapped the exit locations of teleporters A (green) and C (Blue)
•📡 Updated art for the orange bridge motor and highground platform railings so they pop out more from their surroundings
•📡 Roofs will now fade out from a little further away
- 📡 Ui for reactor health will now have a better indicator for when the reactor is taking damage
-📡 Waves 1-5 have been rebalanced, the first few waves will be a little more challenging and waves 4 and 5 should be a little easier
-New text warning for when a huge wave of enemies is approaching
-Boss health slightly adjusted
- 📡 There is now a button that links to our discord in the game's main menu
-📡 Adjusted the tutorial based on received feedback to make it a bit shorter and more streamlined (We have bigger tutorial changes coming up later)
Bug Fixes
These bugs have been squashed!
-Fixed tab screen being messed up if you die in the boss fight
-Fixed the game over screen saying you were killed by "unknown" if you died to the spitter boss's sticky projectile
It’s been a while since I’ve done one of these, so this is almost exclusively so you guys know I’m not dead. I graduate college in two weeks, which is crazy to think about, and because of that, I’ve been super busy, and I probably will be until then. In the meantime, I’m continuing to do what I’ve been doing-- decorating, set dressing, and making more NPCs. Thankfully, there’s two weeks between when I graduate and when the game releases, so I have free time for more polish.
The game also passed 50 wishlists here recently, which I am very excited for. So I really hope there’s no major hidden bugs that need a day one patch 😅.
With less than a month left, I hope everyone is ready to play!
This update doesn't have any big new features, but does have some fun new pages, and I've adjusted the balance to enhance the realism of stats.
The first addition worth mentioning is a new 'Coaching Tree' tab in each coach's page. This allows you to see all the coaches they've worked with, both as a coordinator serving under them, or as a head coach serving over them. It's a cool way to see where coaches end up in their careers!
You can also now easily tell which coaches are on each team's staffs over time. In a team's 'Complete History' in their 'History' tab, you can now toggle between seeing the stats, or the coaches, for each year. A name is highlighted if they are new, so you can see how the staff changes over time much easier.
The last bigger UI change is improving the 'Matchup History' page to have a nice pie chart to show winning percentage, as well as stats about the matchup, including record in ranked or top 10 games, and things like largest margin of victory and longest winning streaks.
Finally, I've done some balance on the game sim engine. I've adjusted rushing by rewarding good defenses a bit more, so it will be a bit harder to run against a great front. I've also reduced completion chance in certain circumstances to reduce the number of 70%+ completion QBs seen.
There are also tons of little things added. See below for the full list of changes!
Improvements / changes
General: - Add 'Coaching tree' tab for coaches - Add 'Coaches' toggle for team history - Improved 'Matchup history' page - Added stars to each player in roster table - Improved colors used in certain charts to match data - Add 'Very slow' watch speed - Added team stats table in watch mode - Adjusted skill player award score calculations - Adjusted initial player generation
Game sim: - Increased stamina cost for RBs - Adjusted how often runs are called for certain playbooks - Rewarded better defenses for rushing plays - Reduced completion chance for certain situations - Teams will now use Dime defense more in obvious passing downs