0.4.0.0 ( Saturday, 09 February 2019 )
Welcome to the Infinity: Battlescape BETA.
Please keep in mind that many assets are placeholder or work-in-progress. Most ships are still untextured, gameplay features are missing and UI is basic (no star map, no missions menu, no ship selection or upgrades menu). We will be
iterating both on the visual effects and gameplay in the coming months.
Have fun and let us know your feedback about the game on our forums, thank you !
Gameplay
- A heat alert now shows on the HUD when reaching over 70% of the heat capacity
- Heat decharge delay reduced to 0.25s ( from 1s ), resulting in less waiting for heat to decharge
- Heat points now decharge 20% faster on the interceptor
- Energy points now recharge 50% faster on the interceptor
- Added an activation delay for missiles (2s) and torpedoes (4s). During that time, the missile/torpedo will fly straight without thrusters
- Formation mode is no longer dropped when the target is invalid. Instead an alert is now notified to the player
- Fix for kinetic damage on almost depleted shields not affecting hull points, hence not dealing their full damage
- Primary and secondary fire groups are now mutually exclusive. Players will have to select the best weapon for the given situation
- Doubled scouting speed of installations
Flight model changes
- Turbo boost can now have asymmetrical scaling. Most ships now use this feature to make turbo boost more effective on the lateral sides, than in the front/back axis. As a result, most ships are still nimble in terms of strafing
but will not reach forward high velocities as quickly as before - Added a soft speed cap for target speed ( flight assist ). It is currently set to the equivalent of ten seconds of main thrust. Ex.: the interceptor can accelerate at 3.4g, resulting in a cap speed of 340 m/s
- It is still possible to accelerate faster than the speed cap, but you have to override the target speed manually
- Warp entry speeds are now set to be around 75% of the speed cap
- Reduced linear accelerations by around 20% for the interceptor, 10-15% for the other ships. No changes to turning speeds/angular accelerations
Capital ships control scheme
- Tweaked dampening factors for capital ships orientation. They were too low, which resulted in orientations taking forever to stabilize
- Every ship now has a default control scheme that it used in “automatic” mode; Small ships will default to target cursor mode while capital ships will default to capship mode. This way you don’t have to change the
control scheme back/forth every time you change ships - Capital ships now default to external camera view upon spawning
- Updated capital ship control scheme to be able to manually pitch/yaw/roll
- Strafing is still possible by holding CTRL. In this case, movement keys can be used to strafe in one of the 3 axes
Weaponry
- Introduced MK6 and MK7 guns
- Rescaled down other guns. Those might appear too small now - we’ll review the gun sizes in a future patch
- Rebalanced weapons in general. Reduced projectiles speeds to match lower accelerations and speed caps
- Added burst effects to most turret weapons
- Added more slots to the weapons menu wheel, due to capital ships having more weapons groups
- Revamped type and locations of hardpoints on destroyer, cruiser and carrier, to be more coherent/logical
- Defense towers on stations/bases are now weaker (~40% less hitpoints), as their weapons have become more deadly
HUD / Camera
- Revamped HUD to blue/red color theme; players get a different color too ( cyan for allies, yellow for enemies )
- Revamped battle HUD to be smarter about which targets to highlight ( it now takes into account weapon range, distance or screen-size to targets etc… to avoid cluttering the screen with too much information )
- Revamped curve for HUD indicators size. Indicators should now be bigger and avoid obscuring a small target
- Fix for color of heat bar on HUD
- Fixed lack of bloom shader over HUD due to a missing shader asset
- Added a gray bar to represent the soft cap speed in flight assist mode
- Increased thickness of speed bars of various types, to make them easier to notice
- Updated position of name / distance helper next to a target indicator (moved to the right of the icon)
- Reticles and lead indicators are no longer shown while warping
- Moved camera a bit further away from ships in third-person views
Bug fixes
- Fix for ODE trimesh vs trimesh precision bug
- Fix for showing score on main menu screen
- Fixed a bug that prevented getting a locale (language) ID from its name
- Fixed delay of updating bounds of a particle system, resulting in the first 100 milliseconds of a particle effect to sometimes not show up
- Fixed particles with a very shoft lifetime not showing up
- Fixed a bug where some particles effects were still linked to an old “ghost” planet object, forcing the planet object to stay alive in memory for no good reason
- Fix for incorrect weapon fire muzzle effect orientation on turrets. It wasn’t matching the orientation of the turret gun/barrels
- Fixed a major bug with AI commander spawning battles without cruisers or carriers
Assets, graphics, performance
- Thrusters activation distance now takes quality settings into account
- New explosion effect
- New counter-measures effect
- Some elements of these effect should be affected by gravity if the effect spawns near a planet
- Added a space debris effect to replace the old obsolete HUD “velocity lines”. These debris get deformed by speed, giving a good sense of speed, especially in warp
- Added support for changing skins in game. Use the “/SetSkin SkinName” command in the chat box. Currently, these skins are available for the cruiser:
CruiserDarkRed, CruiserDarkGray, CruiserDarkGrayLine, CruiserDarkGrayLine2, CruiserGoldLine, CruiserWeird, CruiserBlueCamoStriped, CruiserBlueCamoDigital, CruiserDarkGrayLine3, CruiserDesertCamo or CruiserTurquoiseBolt
Note that skins are network propagated (other players can see your skin). At the moment there are no limitations for changing skins. Later on, these will be tied to the progression system and will have to be unlocked as rewards - Experiment: darkened galaxy background by 25%
- Cruiser is now textured
- New weapon projectile effects (small, medium and large for kinetic and blasters)
- Added back cockpit glass material ( was accidentely removed in a previous build )
AI changes
- Due to lack of time, only half of the AI changes were included
- Bots can now turbo boost
- Improved target selection algorithm / priorities: cap ships should now favor attacking other cap ships, etc…
Misc
- Added ability to override locale / language in application config file for testing purposes
- More UI text elements can now be localized
