Patch 0.7.4.1 ( Wednesday July 1st 2020 )
A small hotfix patch for 0.7.4.0.
- Fixed weapons radial menu, weapons were not selectable anymore due to a bug
- Fixed holographic shader rendering that was missing from the sensor tactical overlay screen
A small hotfix patch for 0.7.4.0.
This new patch introduces the new revamped mission screen, which should make objectives more clear to new players. The mission screen now acts in a similar way to the star map, with a 3D viewport showing the stellar system, the planets and the objectives.
The missions are now listed on the right side of the screen and can be selected to get more information about the current status or objectives in the bottom-right info panel. Note that each mission also has an eye icon (to set the camera on it) and an "i"nformation icon, which opens a panel with mission details.
We still have to clean up the 3D viewport itself (make it interactive, improved the text and icons, make it more clear where the objectives and missions are), which will probably be the focus for the next patch, currently scheduled around mid/end august. After that, we’ll be refocusing back on gameplay (and particularly, match/battles/missions progression).
This is the final patch primary focusing on the star map and mission screens. It contains a lot of improvements to these screens, including an improved representation of conflict zones or bases under attack. This patch also replaces and introduces a bunch of new sound effects, with more to come later (we’ll be revamping the sounds over the coming months, and are also in the process of doubling the amount of musical tracks in game). There is still a lot of work to do related to the UI and menus, however we’ll be refocusing our efforts on gameplay starting this next patch, and work on the UI will take the back seat from now on.
This patch implements a new match progression system to act as tug-of-war, in order to focus players on a specific battle/location instead of spreading out over multiple battlefields. The changes are pretty experimental so might need urgent balance tweaks in a future hotfix or patch.
The way it works is the following: instead of having multiple battles run at the same time, we only allow one single battle ( AI-commanded directed ) at any one time. One team is attacking, the other one defending. If the attacking team wins, the objective gets destroyed and it can attack another objective again. However, if the team loses, then the initiative goes to the defending team, which then gets its turn to go on the offensive.
Our goal with this change is to focus the action on a specific battlefield instead of spreading the playerbase over multiple battles ( so sometimes players didn’t even encounter each other due to participating to different battles ). The other goal is to make the battles feel more important - which is why we got ride of the critical vs non-critical battles system: now all battles are critical. Losing a battle as a defender means losing the base, period. As a side consequence, the rules should also be easier to understand, especially for new players. Destroy all enemy bases to win the match, that’s it !
Feedback on whether the new system works or not is very much appreciated. This patch also contains a lot of AI tweaks, a new neutral color-theme for the menus/UI, a new panel to compare ships statistics, and as usual plenty of HUD improvements and bug fixes.
Removed the concept of critical vs non-critical battles. All battles are now critical (the base will get destroyed if the enemy wins the battle) even if it’s no longer explicitely said. This should help to reduce the duration of matches, but also feel like each battle has a stronger impact on the match flow
Removed condition threshold (<20% of enemy’s) for match victory versus opposite team’s score. It was an obscure rule to speed up the end of a match. Now a match will only end when very single enemy base has been destroyed
Increased countdown to battle ending from 10s to 2 minutes (battles were ending too quickly with no time to clean leftover ships, and sometimes the same battle restarted at the same location)
Changed match progression to act as a tug-of-war for battles. Only one battle is active at a time. When a team loses a battle, its opponent gets the initiative for attacking. As a result, the match ping-pongs between teams. However when a team wins an attack battle, it has the opportunity to attack again instantly
Static defenses on structures are now taken into account when showing a battle’s victory odds to the player
Attacker teams now have a slight advantage in fleet’s credits budget compared to the defender team’s, to take into account that the defender team’s slightly advantaged due to the static defenses/turrets/platforms
Shields no longer break down when they’re depleted. Depleted shields now start recharging instantly. A critical hit has been added for shields being damaged instead (like other ship sub systems). It’ll take 30s for shields being repaired
Energy no longer recharges at the same time as firing weapons in weapons overcharge mode. Weapons overcharge mode felt overpowered compared to the other modes, as if you fired in bursts, your energy was naturally recharging at full rate; so if you alternated between firing bursts, there was little downside to using this overhcharge mode
Rogue AI/bots will no longer accidentely reinforce/participate in active battles (they were interfering with the score calculations)
Reduced a little bit the probability of spawning AI capital ships in battles (this should make capital ships more valuable)
AI can now fire kinetic weapons when their target’s shields are low (previously, shields had to fully depleted or damaged for a bot to start using kinetics)
Fixed too many AI ganging up on a single enemy. The ratio was previously 5:1, but is now limited to 2:1 (in ship’s score worth)
Fixed AI ships getting forcibly killed by the server due to remaining in warp in for more than 2 minutes, which could happen for AI destroyers entering a planetary battle. The limit is now 5 minutes
Fixed a bug which ignored projectile collisions on planetary surfaces (projectiles were passing through)
Fixed multiple collision issues/bugs with asteroids
Adjusted asteroid rotation speed (massive asteroids now rotate slower, almost unnoticeable)
Fixed a major resource leak issue in asteroid fields/rings, which could potentially cause slowdowns over time (collision bodies were not properly destroyed when the ring was unloaded)
Fixed planetary/atmospheric battles ships that were warping in too fast and colliding/dying on the ground before they could even get into battle
Implemented new user interface / menus color theme (previously: the UI was using the HUD’s color theme, so the colors were messy/all over the place. The new color theme is more neutral to the eye and coherent)
Added team assets to mission screen’s info panel when selecting a battle. The victory odds are still shown as previously, but the panel now also shows the absolute credit’s worth of assets owned by each team in the battlefield
Added new ship description and statistics panel in ship menu screen. This will allow to compare the different ships’s statistics together
Fixed a bug related to textured brushes, which made some images flicker or appear incorrect in the UI (ex.: team selection menu background images were sometimes incorrect for a frame)
Fixed missing trailings length slider bar in sensors tactical screen
Added new HUD notifications for being repaired/resupplied (or, as a corvette, doing repairs/resupplies), either by an allied ship or in hangars
Updated spawn marker colors: they’re now only blue for hangars that can fit your ship class (otherwise they’re now red). This will make it more obvious to new players where they can repair/resupply
Added new floating text indicators on HUD to notify player of closest hangar or resupply ship (corvette).
Added a new floating text indicator on HUD to notify player of the the closest heavily damaged ally (so as a corvette player, you know who’s in need of repairs)
Tweaks to HUD warnings/alerts: they’re now colored as a function of importance/priority (info alerts are in cyan, normal alerts in orange, critical alerts in red)
HUD indicator tweaks (they’re now more opaque)
Tweaked selected target’s color so that it is more easily visible on the HUD
Added horizontal alignment to MFDs (ex.: mission MFD is now right-aligned if it’s in the top-right corner of the HUD)
Changed bounty indicator icon
Added more explicit target-out-of-range alert if manually firing weapons at a far-away target
Locking targeting circle color is now shows up as green only if the ship’s direction is aligned to its velocity. This will help firing missiles/torpedoes at targets within the circle
Updated a dozen station modular assets with their upgraded visuals (better geometry, improved materials/colors, added ambient occlusion etc…)
Added ground (planetary surfaces or asteroids) impact projectile effect
Updated bobblehead models with new look and textures
Dust-particles effect now uses a non-uniform, more realistic density model (rings and close to thick atmospheres = higher dust density)
The dust-particles effect is now affected by the ‘effects quality’ setting
Modular structures destruction/explosion effects now fade off over time (previously, the small explosions never stopped and could become annoying)
Updated spawn/hangar modular markers (also, fixed the ones for ground bases)
Updates to spawns: dimensions tweaks, added new markers, added some new spawns in ground modules
Updated destruction materials and added some missing materials ( some modules, like HUBs, did not have destruction materials and did not appear destroyed to the players)
This small patch focuses on some important bug fixes related to planets, and introduces a new moon: Rygol, an arid Arizona-inspired moon full of canyons and terraced cliffs with a radius of 4250 Km and a green-ish atmosphere.
Hey everbody. As you can see, we’ve increased the major version number for this patch. That’s because this patch is probably the biggest/most complex of the year, and brings the long-awaited ship upgrades system and custom loadouts into play.
The implementation required some huge code refactoring so it is likely to have stability and balance issues, especially as we haven’t been able to test all the combinations of ships and upgrades yet. Remember that this is only the initial implementation.
We’ll add new upgrades and weapons on a regular basis in the coming months. We’d love to get community feedback on the new system: is it working well, is it confusing, is the loadout customization interface too complex or intuitive to use ? Are there upgrades which you find useless, or overpowered ? What other upgrades or weapons would you like to see ?
Let us know on the forums or on Discord and see you in game !
After we released the ship upgrades and custom loadouts patch a few days ago, we fixed a number of issues (some of which are pretty important) and added a polish pass over the loadouts interface. We also addressed some of the most urgent balance issues related to the two new weapons, the Halcyon and the Plasma Cutter.
Hey everybody, first of all: Happy New Year! We’re starting the year with a new patch which aims at fixing a lot of the bugs recently introduced in patches 0.8.X as well as some quality-of-life improvements. Now that the new ship upgrades/loadout system is in place, we’ll be moving towards the player/team statistics screen revamp, the battle reports and introducing the new skill rating/scoring/leaderboard system as well as tuning the economy and match progression. There’s no precise ETA for the next patch, although we’re aiming at releasing it some time around the end of the month.
After these new features have been implemented, the next big major tasks will be to develop the squad/fleet management systems and some overdue AI improvements (making AI fly in formation, assisting the player, improving the missions system…). As you can see, 2021 is going to be a busy year…
Greetings everybody ! This is a major new patch introducing the new player progression mechanics, a new team screen including stats with a new leaderboard, and battle reports. A lot of the changes are experimental and will need further refining/tuning, so as usual feedback is welcome.
We’ve also shifted the economy to work passively (credits get distributed regularly by the AI commander, instead of having to grind them actively in game) which should improve the strategical depth to the game and give more importance to attacking or protecting haulers.
We’re introducing the concept of research & development, under the form of science points that get researched at military facilities, finally giving them a strategical purpose. As your team accumulates research points, it unlocks new tech levels which unlock weapons and ship upgrades.
For the individual player progression, we introduced the concept experience points (XP) which are used to get promoted to a higher your military rank, also unlocking certain weapons and upgrades. XP and rank only ever goes up and can never be lost, and unlike credits, is persistent accross matches. Finally, we’ve introduced the concept of team rating (TR) which measures your individual performance and how much you’re contributing to your faction’s war efforts. You can earn or lose rating points after succeeding or failing a battle/mission, and the calculation is similar to a chess ELO-like system, taking into account the team ratings and participation of your opponents. At the moment, we’ve decided against locking ships, weapons or upgrades to your rating, as it’d prevent players with a lower skill level to access some of the content. We’re currently thinking of tying the rating to special cosmetics and maybe some special social roles, like the team commander, but if you have more ideas do not hesitate to let us know. Team rating is also persistent accross matches.
Next patch we’ll continue on iterating/adjusting the new progression mechanics, while doing a new pass over the weapons systems, rebalancing them, and finally introducing sub-systems targetting.
Note: it is possible that the sensitivity settings have changed since the previous versions if you’ve customized them. If so, you might need to re-check and adapt your settings again
Greetings everybody. We apologize for the delay in releasing this new patch. Production has been going slower than anticipated due to a combination of technical factors (we had to change our certification company, we cleaned up project organization and assets for the first time in years, etc…) and new game features (the new sub-targetting system is now in, and allows you to target structural modules on bases or hardpoints). We also reworked the engine’s texture compression, which should lead to an increase of textures quality (no more blocky compression artifacts up close) and saving up VRAM usage.
On the content side, this patch introduces new military ranks, 6 new space stations and 3 new weapons. The flaks were also reworked to be more effective and a new pass has been made on the starmap (yep, again…) to make it interactive (you can now click on icons to select a target instead of having to scroll in the targets panel) and make the camera behavior more intuitive. As this patch has a lot of new content and features, expect new bugs and issues to get addressed in a future patch (this time sooner!) and let us know in the comments section or forums your feedback. Also note that a community event is planned in a few hours this Saturday. See you in game,
Hey everybody, here’s a new intermediary patch focusing on balance changes and quality-of-life improvements. The next big item on our TODO list is revamping the navigation system (the “tunnel helper” showing up during warp) and generating waypoints for players and bots to navigate through the
solar system. This is an important milestone that will eventually allow the AI to fly between points of interests, instead of warping in/out “magically” as it currently does. We will also introduce new tools available to players to set up a “flight plan”, to better coordinate attacks and follow objectives. This will tie into the next big feature we’ll be working on during summer: the squad/fleet system and VOIP.
We revamped the scoring and rating system for battle reports and statistics. The previous system emphasized team performance, which caused frustration if you were joining a lost battle (in which case you’d lose rating points even if you did well in battle). The new scoring system should be more fair, giving a chance for players performing well to earn points even if they lost the battle. Another major change is the normalization of the scoring calculations. In the previous versions, the score was calculated by weighting in the kill count, assists, deaths, damage and repair/resupply dealt. Kills in particular were all identical: a destroyer killing a dozen interceptors counted as 12 points, while a cruiser killing a cruiser only counted as 1 point. The new system better takes into account ship classes into account, and a capital ship destroying another capital ship will bring more points than, say, an interceptor killing another interceptor. Another problem was that the old formula was too weighted towards damage, which naturally favored capital ships play. The new formula still takes damage into account, but the weighting is lower, giving a chance for light crafts to earn as many points as capital ship players.
The new rating formula is no longer based on the difference between team ratings, but on the individual score performance during the battle, to which a bonus/malus of +15/-15 is added based on the battle result. This means that the best players on the winning team should earn the most, while bad players can potentially lose some rating points, even if they were on the winning team. In the same way, the best players on the losing team can still get a positive rating if they performed well. Let us know in the comments if you think the rating system is going in the right direction or if you feel there are still some major issues to address.
Fixed top 3 podium in battle reports screen showing large numbers (billions) when a player’s score is negative
Hey everyone. Today’s patch is transitory, as we’re still heavily working on the squad/fleet system and VOIP. It introduces a brand new way waypoints/flight plan system. At the moment, its usage is quite limited but it will eventually become the foundation for other important systems such as the squad system (you’ll be able to share your waypoints or targets with your teammates), AI improvements (fleet coordination), tutorials/mission editor (following a path…).
But as those features are not available yet, the waypoints system has currently limited purposes. You are able to use it from the starmap (or tactical view) by right-clicking and using the context menu to clear/add or set a waypoint as active. The current active waypoint also shows up on the HUD and on radars.
Speaking of radars, we revamped them to be more coherent between each other, added new information (the velocity now shows up in the radars) and we introduced a new radar type (available in game through the MFD-edit key: F4): the dual parabaloid radar. It merges the front and back radars into one view, where the iner circle represents what’s in front, and the outer edge what’s behind. We are experimenting with some tweaks to make the gimbal weapons more skill based (reducing their angular range and spread), added a lag pip (some players have been asking for it for years!) and introduced a HUD minimalistic mode for experienced players that know how the HUD already works and want to declutter it a bit. Let us know in the comments if you find these useful or not.
Finally, this patch includes a rework for the smog (battle smoke) effect, to make it look more impressive, at the cost of more performance. If you find your performance has degraded too much inside big battles, we recommend switching the smog quality setting back to “medium”, which should more or less correspond to the old setting. We’ve also added an option to display short smoke trails behind small ships in space, which could be useful to see small ships in the distance in a big battle, especially if they don’t show up on your HUD as targets. Last but not least, we’ve completely revamped the death sequence for all ships with new visual effects, explosions and debris, and shortened the small ship’s explosions to be instant.
We are planning on releasing the patch focusing on the squad system and VOIP in about a month, after which we will resume work on new core gameplay systems.
Disclaimer: the new smog settings can be more performance-hungry than the old one. A rough equivalent of the old smog would correspond to “medium” quality. High and Extreme quality will consume more performance than before
A minor update with a few bug fixes and HUD targetting improvements that were suggested by the community.
Hey everyone. This is the last big patch before the end of the year. This patch introduces the first iteration of the squad system (only as a flat list of squads for now, but in the future we want a full hierarchical system with wings and fleets).
This also includes voice-over-IP (VOIP). There are a lot of technical considerations behind VOIP, so make sure to report any audio issues you might encounter. Also of interest, this patch revamps the weapon projectiles effects (going from simple 2D billboards to 3D in most cases), an update to the bloom filter (there’s also a slider to tone it down in the graphical options, if you don’t like it), a new active ability for the corvette to repair targets at a range (the repair beam) and much more. One limitation is that due to lack of time, the waypoints system isn’t squad-shared yet, but note that we’ve introduced a new squad-target mechanism (default: ctrl-T if you’re the squad leader) that shares the leader’s target with all the squad members.
As usual, please report any bug you’ve found and have fun. Most of the game systems have now been implemented into the game, so next year we’ll be moving on to the major gameplay loop upgrade, introducing new shields mechanisms, rebalancing some weapons, adding orbital bombardment (nukes, already in WIP), the carrier revamp + new hauler, massive AI improvements (AI attacking bases, flying in squads…) and battles sub-objectives/staging. It will likely take the first half of the year, at least, to implement all of these. During the second half of the year we’ll finally start the polishing phase, tutorials and mission editor, with a tentative release date in EOY 2022 or H1 2023.
Note: some technical problems were detected with Flak detonation, which due to the physics step does not always explode at the accurate/predicted target location. This will be investigated and fixed in a later patch.
Remade all weapons projectiles. The new projectiles are no longer simple billboards, and most of them have some extra 3D geometry to better show their shape in the distance, making them more easily recognizable in battles. They also have extra animations, twitling tails and more details, making them have a higher visual impact during battles.
Improvements to HDR bloom filter: better fade off/range, better quality
Added a slider to control bloom intensity in the graphical settings menu
Fixed smog streaks (smog particles being strangely aligned) due to a floating-point precision issue
Fixed smog being sometimes rendered on top of other projectile/effects, hidding them despite them being closer
Fixed bouncing projectiles not having a proper offset off the hit surface, intersecting geometry
Added new Moon bobblehead (bobbleheads are currently randomized every time you spawn. Later they’ll be tied to your account’s persistent rewards)
A small patch that contains many improvements and stability fixes related to 0.8.7.0.
This patch mostly focuses on gameplay balance changes, including a major damage model update. Meanwhile we’ve started our gameplay redesign/revamp phase to tighten the match loop and improve the battle experience. We’re not ready to communicate on these yet (we need to implement the changes internally first and playtest them) but as soon as we do, we’ll make a major announcement. This means that the next few months are probably going to slow down in terms of public patches: we’ll mostly focus on balance updates (the damage model change in this update will probably mess up with the balance quite a bit, and need further adjustments), bug fixes and UI improvements.
The most important gameplay change in this patch is an update to the damage model. All weapons now deal both kinetic (versus hull) and energy (versus shields) damage. Weapons that were previously considered kinetic (ex.: the machine gun) will deal a lot more kinetic than energy damage meaning that
kinetics are no longer the most effective way to weaken shields. In the same way, blasters can now damage the target’s hull and even finish it off. The weapons stats and DPS were rebalanced so that a mixed composition between kinetics and blasters is viable, versus all-kinetics configurations that
we saw in previous versions of the game (ex.: 4 Halcyons on the interceptor). The most kinetic damage a weapon deals and the less effective it will be against shields, and vice-versa. The extreme example of this is with railguns and plasma cutters, which still have a high DPS assuming you’re using
them against the right type of target.
These changes were done to further refine these ships into their respective roles:
New available upgrades for ship loadouts:
We adjusted rotational thrust on small ships to better match the max rotational speed and feel a bit more responsive. This will mostly affect the roll axis:
Flight plans are now functional when you’re in a squad. The squad leader’s flight plan is automatically shared in real-time amongst the squad members. The squad members can still show or edit their local flight plan, by toggling a mode in the right-click context menu on the starmap.
They can toggle back any time this mode to display again the squad leader’s flight plan.
This patch contains improvements, bug fixes and tweaks mostly related to the damage model changes introduced in 0.8.8.0. It should also improve client and server stability as 3 important crash bugs were identified and fixed.
Please also note that we decided to shut down the US West and Australia servers to consolidate our player base as these two servers sometimes saw no players for entire days or weeks. We may reintroduce them for 1.0 if there is demand for it.