0.5.0.0 ( Friday, 26 July 2019 )
Hey everybody, welcome to Infinity: Battlescape patch 0.5.0.0 and to our very first Asteroid backer week-end !
If this is your first time playing, make sure to report any problem you encounted, bug, technical issues or general feedback on our forums.
We will record footage for our upcoming Steam trailer during this week-end. Two “community events” ( players assembling together to play ) will be hosted on Saturday the 27th at 19:00 UTC, and Sunday the 28th at 19:00 UTC. Make sure you join if you’re available and if the game runs well for you !
For more information please read this thread: I-Novae Community Events
The game is currently scheduled for Early Acess release on Steam around the end of September 2019 ( two months left ).
We’ve iterated on visual polish; all ships are now textured; we revamped most visual effects. The new OST composed by Markus Zierhofer is also in. We’ve also iterated on the UI menus, added capital ships missiles/torpdoes and new flak canons.
For the full patch notes, please see: Patch and Updates Notes
Keep in mind the game is still in development and is still lacking, especially in terms of content ( we’ll add more environments, ship upgrades and missions at a later stage ).
Enjoy !
-The I-Novae Studios team
Visual and Audio Polish
- Added corvette and carrier textures and skins. Note that the carrier one was rushed (uv-mapping is basic in many places) and the hangar entrance was close visually (you can still fly into it like a ghost) for the purpose of recording the Steam trailer video
- Added a sun glow effect around the sun. The effect is volumetric: the closer you are to the sun, the larger and brighter it will become, to the point of making your entire view go white. Inversely, the further away you go, the small the sun and glow will appear
- Various improvements to the sun’s shadow maps. In general, the maximum range at which shadows can appear has been increased. In extreme settings mode, shadows can appear at up to 120 Km
- Added Original Soundtrack from Markus Zierhofer and removed all the old placeholder music
- Added doppler limit to avoid high-pitched sounds due to relative high velocity difference (ex.: warp)
- Implemented Soft-Z transparency for various particle effects, avoiding sharp Z-intersections with surfaces
- Weapon projectile impacts now use accurate hull intersections instead of hitting on the bounding box of the ship (Note: as a side effect, it’s become slightly harder to hit a far-away ship since the actual mesh is like half the volume of its bounding box)
- Revamped projectile impact effects, using directional sparkles
- Projectiles can now bounce based on the angle of incidence on the target hull surface. Armored hulls also cause a lot of bouncing (ex.: interceptor shots on a destroyer)
- Projectiles can now pierce through a ship when the amounts of damage is significant compared to the total ship’s hitpoints (ex.: interceptor getting hit by a capital ship MK6/MK7)
- New torpedoes and proximity mines explosion / impact effects
- Revamped or added smoke contrails for missiles / torpedoes
- Revamped damage trail smoke when a ship is getting low on hitpoints, or has major systems damage
- Added “battle smog” particles, that get dynamically generated in a battle based on impacts / explosions. Smog disappears are 30 seconds. Smog effects use lit particles, meaning they’ll reflect light from explosions or other events happening
- Massive explosions / shockwaves (capital ships exploding, mines exploding) now cast shadows around the area
- Added shrapnel and debris to exploding ships. Individual debris can be bumped on by the player’s ship
- Added an animated warp tunnel effect when flying in warp. Removed the old entry/exit effect placeholders
- Added sparkles effect in cockpit when ship is damaged or on heavy impacts
- Added new thruster effects, which dynamically change based on thrust intensity or turbo-boosting
- In cockpit views the external hull of the ship is now rendered at a lower LOD quality level (slight performance improvement)
- Uprades to various station modules. It’s still in a bit of an incoherent state: most stations will have a mix of old / new modules. A new “Odyssey” station was added, which only features the new modules
- Added new splash loading screen
Gameplay and AI
- Kinetic damage model is now deterministic (but still probabilistic). This means that if your shields are at 75%, then every 1 out of 4 projectiles will reliably pass through the shields and hit the hull
- Fixed bug with near-depleted shields absorbing all kinetic damage but not leaking the remainer damage to the hull ( ex.: missile hit on a 1 point shield )
- Added environmental radiation damage (from sun and gas giants, when you get too close to them)
- Implemented hardpoints / weapons damage model. Weapons now have hitpoints and a hit box, and can be destroyed, especially on capital ships. Note that shields are still protecting them. Destroyed weapons emit smoke
- Increased repair rates on capital ship docking spawns by a factor of x3
- Implemented missiles and torpdoes for capital ships. Note that locking is done by keeping the camera on the target
- Implemented flak canons (available on Destroyer and Carrier). Flaks deal a moderate amount of splash damage. A single nearby exploding shot is usually not much of a threat, but a large barrage of 4-5 shots can be deadly. They’re more accurate at 1-2 Km range, and less
effective at 4-5 km unless the target is very big. Max range is around 5 km. They can be deadly against interceptors that wander too close, but they’re bad a deadling serious damage against bigger targets - AI bombers can now use torpedoes against capital ships
- AI commander now takes into account ship status (hitpoints remaining) when recalculating battle odds/chances of victory (previously: was all-or-nothing, even if a ship had 1 HP left, it was still considered “alive” and add a full weight in the odds calculation)
- AI capital ships can now fire missiles and torpedoes too !
- Weapons balance tweaks: slowed down turning speed of corvette’s turrets;
Menus and general UI
- Added battle missions list to the mission menu tab. The missions are colored based on the importance and chances of winning. Critical missions are usually displayed in deeper red
- Starmap menu now shows unsorted list of targets. Note that the starmap isn’t functional yet - we’ve had to drop that feature for this patch, but hopefully it’ll get refined in the next one!)
- Reduced default tooltip delay in UI (from 0.5s to 0.25s)
- Added 2 more slots for weapons radial menu
- Added HUD help screen (available in ESC system menu)
HUD, Controls, Input
- Fix for auto-warp speed limit alert, now based on speed cap and checks for engage conditions (basically, the alert was too intrusive before)
- Unified “SetCursor” and “AddCursor” events into “Cursor”. This new event automatically detect relative versus absolute mode now (based on the type of input attached to the event. Ex: a mouse will be relative, a joystick absolute)
- Added check for mouse and joystick input event conflict (you can’t use both mouse and joystick for the same input event)
- Fixed warp failure message, now displays correct target entry speed instead of always “500 m/s”
- Fixed damage localization (“blood reddening effect around the screen edges upon taking a hit”) to work in relative camera orientation (previously: was related to your ship’s nose. If the camera looked in another direction, like in capital ships mode, the damage localization was incoherent
- Ship systems / states do not show up at the top of the HUD anymore in their “normal” state, to avoid cluttering the HUD. They only appear when there’s a warning (orange) or when broken (flashing red)
- Removed old HUD 3D “trailings” effects for threats. This was kindda made obsolete by smoke damage and other HUD helpers
- Experimental feature: reverted auto-turn controls on capital ships: turning is now automatic unless you press space to disable auto-turning ( aka. brake ). Note that manual turning still overrides automatic turning (or brake )
General Bug fixes and Improvements
- Fixed leaderboard in team stats menu, which was showing a mess instead of a proper list of player names
- Fixes for automatic upgrade of input profiles, many things were broken
- Physics fix for ghost collisions spawning at world origin during the initial frame, right after an object has been created
- Fixed random crash bug when opening debug graph stats
- Fixed client crash at startup if user config xml was corrupted / messed up
Misc
- Added name randomization for NPC ships. Names are drawn from a pool and then some characters are randomly “mutated” according to a set of rules
- Added FPS limiter setting as an alternative to V-Sync. The problem with V-Sync is that it’s all-or-nothing. For example if your monitor refresh rate is 60 Hz, then you’ll get a butter-smooth 60 Hz if the game can render at above 60 fps,
but if it dips below 60 fps it’ll immediately cut the framerate in half (to 30 fps). This can happen multiple times within a second (due to the quick change in amounts of stuff to render), resulting in worse visual stuttering.
This FPS limiter aims at limiting the framerate to a certain threshold (ex.: 60 fps), but not cut the framerate in half if it dips below (ex.: it can still render at 50 fps), which should lessen the stuttering in quick-changing loads.
If you are streaming on the same machine than you’re playing, you might want to give this setting a try:
- Disable V-Sync in the launcher dialog.
- Edit UserClientConfig.xml in C:\Users\XXX\Documents\I-Novae Studios\Infinity Battlescape
- Add or change “FPSLimit” to 60 under the “Graphics” node
- Added ability to override individual quality settings from global quality level. Also requires a manul editing of UserClientConfig.xml. Under the “Graphics” node, add or set the following values from -1 (automatic), 0 (low), 1 (medium), 2 (high) and 3 (extreme): “TexQuality”, “LightingQuality”, “ShadowQuality”, “GeomQuality”, “TerrainQuality”, “PlanetsQuality”
- Added a /Stats command in chat to display global ships statistics on the server