Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer release candidate 0.23.3 is now available for testing! (See this post for info on how to test release candidates.)
This release candidate contains a handful of quality-of-life improvements.
Thanks for testing!
RC1:
Saved games now store the mods that were active when the game was saved.
Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this version or later.)
When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host.
The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this version or later.)
The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now *usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
Significantly improved performance when large ships have many structure tiles queued for deconstruction.
Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
The crew management screen now shows how many crew are assigned to each role.
The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
Added 1 new Monolith ship: Liquidator
Added 1 new Imperium ship: Chrysaetos
Added 1 new Cabal ship: Hadar
Miscellaneous updates to other existing ships.
Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.
RC2:
The mods synchronization feature will now show errors for any locally installed mods whose version numbers don't match the host's.
Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.
Andrew, aka. Avarem, here. I’m the Creative Director here at Shiny Shoe and one of the designers working on Inkbound.
I’m excited today to talk a bit about some changes to one of our core game systems: Movement.
As you all know Inkbound is currently in Early Access and part of the reason is that we’ve created an entirely new combat system which we know is going to take some iteration to get right. Well, Movement is one of those areas where we knew it was ‘good enough,’ but also there were things about it we wanted to improve.
The main considerations on our mind when coming up with changes to the Movement System were:
Even though you could spend Will to move, it often was a ‘trap’ and the optimal way to play was to never spend Will and instead inch forward using the free movement with each ability.
We felt like multiple rings with multiple costs were hard to intuitively understand and were on the lookout for something more streamlined.
We wanted to try to discover a way to make movement more of a resource to be managed.
The clear result of these considerations was to go back to basics and use a system of ‘movement points’. We had tried this early on in the project and discarded it for a variety of reasons, but as the project has evolved we felt the idea could make a comeback. We implemented a very hacked version in a day and let our beta testers try it out. They said they liked it! It opened up the ability for those advanced players who only used free movement to line up their attacks earlier in the turn, and it added a new dimension of resource management to avoiding AE attacks and optimizing follow-up attacks. The final challenge was going to be communicating it.
The initial step was easy, we simply shrank the ring after every player action. However, we immediately got the very reasonable feedback that it was hard to tell how much you’d have left. You could eyeball it, but would you have enough to retreat to safety? So we implemented a second dynamic ring while the player moved and added a few parameters to let it become more opaque as the player moved further from the origin. This allowed it to generally show up when it mattered most, and otherwise be invisible while the player pondered their initial moves.
Inkbound screenshot by Cami illustrating outer circle, much movement you have total, and inner circle, how much movement you will have left after you use a binding.
Once we knew we liked these changes we added additional ways to the game, since of course what is an Inkbound system if you can’t break it a bit.
And that’s the new movement system we’ll be bringing to you in the Starship of Terrors! I hope you’re looking forward to trying it out, and we look forward to your thoughts!
We have released a new version of Kirac's Vault Pass! This league's pass can be purchased with points and also has a free track available. Its premium track contains a new exclusive armour set and some mystery boxes.
Free Track
The free track of Kirac's Vault rewards you with items such as Scouting Reports, Scarabs, Sextants and Special Maps for completing bonus objectives of maps in Path of Exile's endgame. You can complete it once in each Ancestor league you play, such as Ancestor or Hardcore Ancestor. The free track does not grant items in Ruthless modes or Private Leagues.
You'll earn your first reward upon entering the Karui Shores, after defeating Kitava. You'll earn additional rewards by completing sets of map bonus objectives while exploring your Atlas. If you complete the bonus objectives of all 115 maps, you'll have earned all available rewards!
Exclusive Microtransactions
Purchase your premium pass and complete Atlas objectives to earn mystery boxes and the exclusive Oracle Armour Set. This armour set is purely cosmetic and does not affect your character's power or progression.
Frequently Asked Questions
How do I purchase the Pass and track my progress through it? On the Atlas screen, there's a new Kirac's Vault Pass icon at the top left. Clicking that will let you buy the pass, see the rewards and travel to Kirac's Vault. Alternatively, you can press 'M' to open up the shop in-game to purchase it there.
How do I claim my rewards? The Pass has a progress bar that tracks how many bonus objectives of maps on the atlas you have completed. Once you have unlocked a reward, you can click a button on the Pass screen to travel directly to Kirac's Vault, where a chamber containing that reward will unlock for you to claim.
Once claimed, items are dropped on the ground, while the cosmetics are stored in your microtransaction stash, alongside your existing microtransactions.
Is the Premium Pass still good value? You're now able to buy it using 300 points, rather than $30 cash. Note that spending $30 on a supporter pack gets you 300 points, so for the same cost of the Kirac's Vault Pass, you're now able to receive an entire supporter pack as well as the Kirac's Vault Pass and its contents.
Do I get anything right away for buying the Pass? Yes. The first reward is available to claim as soon as you purchase the Pass, providing you are able to access the Karui Shores (at the end of the campaign) in order to enter Kirac's Vault.
Is this pay-to-win in any way? No. Access to Kirac's Vault and its cosmetic skins offer no gameplay advantage over other players. Items from the free track are available to all players regardless of what they've paid.
Do I need to have bought the Pass before I complete my Atlas? Is there a penalty for just waiting until near the end of the league and buying it then? No. The Pass costs the same amount regardless of how many objectives you have already completed, and the relevant rewards will unlock instantly if you buy the Pass after completing objectives. There's no penalty for delaying your purchase until later in the league, though you'll need to purchase it before the league ends.
Can I pay more money to unlock rewards that I have not been able to unlock through gameplay? You can't pay to unlock rewards (other than the first one, which comes with the Pass). Everyone you see with one of the exclusive skins from Kirac's Vault will have completed the bonus objectives required to earn it.
Is the Pass available for Standard players? No. At this stage it is only available to players in the current challenge league because many Standard players can instantly unlock their whole Atlas by completing a single map.
Will I have access to my exclusive skins in Standard or future leagues? Yes. Any cosmetics earned during this league will be available account-wide and can be equipped to any character you make in any league.
Are the Pass or its cosmetic skins available after this league ends? No. The Pass can only be purchased during this league and its cosmetic skins are exclusive to this Pass. They will not be available again. If you want to have them in your collection forever, you must purchase the Pass this league and complete the objectives for any skins that you want.
What happens if I'm playing in multiple Ancestor leagues? Which league does the Pass track progress from? The pass tracks your highest Atlas progress from any Ancestor league you are playing in (including private leagues based on Ancestor).
We’re right on the precipice of Jumplight Odyssey’s launch into Early Access. It is now just four days away.
After years of ideation, brainstorming, implementation and troubleshooting… We’re finally at a point that we can hand over the Captain reigns to you, the community.
That’s not to say the game is finished or perfect. Bugs are an explicit part of the game development process, and considering we are still deep in development, we are entering Early Access knowing that certain issues exist. However, it is your feedback, love and commitment to JLO that will help us shape its future, and we would rather have you all in-game and playing it early, bugs and all, than not at all.
We’ve said this a hundred times, and those of you from our Armello days will know, but we’re an indie game dev studio based in Melbourne, Australia (we even self-publish our games!). While we’ve been around for over ten years, and we’re very proud of what we’ve accomplished so far, there is still a huge way to go for Jumplight Odyssey’s development. Our vision is clear, but only partly realised.
We’re realistic, but we love to be idealistic, too. We have big hopes for this game and our ambition is way higher than a studio of our size has any right to. This ambition means that we are operating in a space where we are in direct competition with literal publishers with hundreds of millions of dollars.
(Author’s note: We do not have hundreds of millions of dollars.)
And against all odds, Jumplight Odyssey was the 22nd most played game in Next Fest (#2 in Strategy!), we have almost 150,000 wishlists, the impressions from influencers and the press are looking great, and 93% of you surveyed in Next Fest said the experience made you want to purchase the game.
It is this next part where we turn to you...
We ask: if you’ve loved Jumplight Odyssey – perhaps you’ve seen some art, played the Demo at Next Fest, watched your favourite streamer play, read an article, etc – that you make some serious noise. There is a time in an indie game’s life cycle where it needs to make some hefty waves to see any success at all – our time is right now.
The best way to help us realise our collective dreams with Jumplight Odyssey is to scream about JLO from the rooftops! To show the game to your friends, to your family, to throw it into group chats with people that might love it! Share our early access trailer. If they (or you) enjoy the game, encourage them to review it on Steam!
We’re so excited for the future of Jumplight Odyssey and League of Geeks - don’t forget we’re developing Solium Infernum as well!
(please do not ask us why we are making two games at once. pls just buy them. we are begging u)
We wish you all could see just how incredibly hard we’ve worked to reach this point today, because you might have a chance at understanding just how grateful we are for all of your love and support so far.
Let’s make this game take off.
<3 LoG
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✨ Join the Official League of Geeks Discord Server {LINK REMOVED}here ✨ We're on Twitter as @JumplightGame & @LeagueofGeeks (plus virtually all other social medias!) ✨ Most relevantly, if you haven't yet, you can Wishlist below 👇
IL-2 Sturmovik: Cliffs of Dover Blitz Edition - ATAG Pattle
Location: Team Fusion #3 Server
This is the third instalment of the Operation Retribution event series, this time "Revenge" is taking place on the Circus Time map. All new objectives for both sides, more spawn points, plus advanced plane sets for both Allied and Axis as well.
Take a look at the Briefings below to plan out your strategy. Aircraft available at each airfield are listed after the briefings.
Hope to see everyone there. Good luck!!!
Mission Briefing:
Circus Time!
June 1941 Red
The RAF is now on the offensive conducting circus raids into occupied France. The night bomber war is ongoing with both sides conducting nightly attacks on a range of different targets. New aircraft variants have entered service since the BoB and the fighter fight is going ever higher as performance improves.
To win Red must score 150. Circus type targets are available in northern France and bomber type targets in the Rouen-Le Havre area. Some targets can be destroyed by strafing or single /small number of bomber payloads. Points as follows
(a) Axis shipping convoy (CQ 56) bound for Dunkirk: 10 (b) Axis convoy sheltering in the mouth of the Somme (BZ25): 10 (c) Axis desert pre-deployment camp (CK24): 30 (d) He 111s at Tramcourt preparing to head east: 30 (e) Axis fuel dump at Licques (CE38): 20 (f) Hazebrouck railyard (CM37): 30 (g) Abbeville industrial park (CC23): 30 (h) Rouen industrial complex (BR8): 40 (i) Point Audemer industrial park (BJ6): 30 (j) Creil D20 assembly factory (1 Welly bombload): 50
Spit Vbs have been placed kinda/sorta in historical location as per the Biggin Hill Wing. Canterbury has a range of other aircraft including Tomahawks which were still in-theatre in June 1941, albeit they didn't fly in the Circus raids. [Army Blue] <Name> June 1941 Blue <Description> Circus Time!
June 1941 Blue
The RAF is now on the offensive conducting circus raids into occupied France. The night bomber war is ongoing with both sides conducting nightly attacks on a range of different targets. New aircraft variants have entered service since the BoB and the fighter fight is going ever higher as performance improves.
To win Blue must score 150. Tip and run jabo type targets are available in England and bomber type targets in the Salisbury - Reading area. Some targets can be destroyed by strafing or single /small number of bomber payloads. Points as follows
(a) Allied shipping convoy (BV54) heading to the Thames: 10 (b) Allied shipping convoy sheltering at Camber: 10 (c) Allied train at St Mary's Bay (BQ43): 20 (d) Allied train at Hastings: 20 (e) Allied desert pre-deployment camp (BM50): 30 (f) Reading factory (AP52): 40 (g) Salisbury Industrial Park: 30 (h) Harwell Spitfire assembly factory: 50
Bf109 bases are kinda/sorta based on historical locations of JG2 bases as per the internet with some modifications made for MP playability.
Navigation beacons are available at Theville (ch: 302), Crepon (304), Fecamp (306) and Bologne (308) [Army None] <Name> Army None <Description> Circus Time!
The RAF is now on the offensive conducting circus raids into occupied France. The night bomber war is ongoing with both sides conducting nightly attacks on a range of different targets. New aircraft variants have entered service since the BoB and the fighter fight is going ever higher as performance improves.
Small update, mainly to update a bug introduced in 1.2.3 related to Workshop Campaigns.
* Fixed issue with Workshop Campaign progress getting reset* Fixed issue with replays sometimes not sharing* Show number of UpVotes and DownVotes instead of star rating for Workshop levels* Show Workshop level details when opening Workshop menu from a Workshop level* Add like and favorite buttons to Level Complete UI for Workshop levels* Mod text fixes
Thank you to the PB3 community for the continued bug reports and feedback!
We've been working through the summer heat to bring you another sizzling update! Get hot and bothered by these scorching new boss variants, chill out with 8 new talents, and keep these bad temperature-related puns on ice!
Here's a full list of the changes:
Added two unlockable new boss variations! Taking down the Foul Overlord and Countess of Creative might require different tactics than their normal counterparts.
Added 8 new talents to the game: Death Stare, Infectious, Lean, Maniac, Manipulative, Supersaver, Viral Marketing, and Wondershot.
Added a new enemy intent: Reflect.
Added new status effects: Contact Poison and Contact Decay.
Updated art & animation for Community Overlord.
Minor bug fixes.
The first of many additional endgame bosses should be coming in the next update. If you haven't already, consider joining the Discord channel to tell us what you'd like to see and stay up to date!