Last week’s update mentioned that the patch with the interceptor was right around the corner. At the time we sincerely thought that was the case but supporting game pads and joysticks ended up being a deeper rabbit hole than we had initially anticipated and it took all week to get the new code stable. Fortunately it’s now finished and we’ve begun doing the integration work for the new interceptor mockup which is quite exciting. Due to its maneuverability we expect there won’t be nearly as many people accidentally liquefying themselves by flying into mountains at speeds of 2 km/s like there was when we introduced the corvette.
An interceptor with a prototype of external missile pods
Speaking of the corvette our second iteration is coming along nicely. We’ve reduced its length from 115m to ~82m which will make it a bit easier to fly. We’re also redesigning its cockpit to increase visibility. As the largest non-capital ship in the game the corvette will perform a role similar to a modern tank. With heavy armor and heavy weaponry including independently targeting turrets it will make its presence known in a battlescape.
The corvette is the only non-capital ship with turrets
This week we’ve also put some significant work into updating the game launcher and web backend as we get ready to begin internal testing of our new installation/patching system. Our goal is to have it ready in time for the patch after next. At the moment updates to the game are coming once every few weeks. We’d like to significantly increase the frequency of our updates and this new patching system will be essential for reducing the size of your downloads as well as the amount of money we’re paying for bandwidth. It’s also part of the foundation for what we hope will one day become a Software Development Kit (SDK) for modders.
The completed prototype of the NPC hauler
Last but not least we have a new render, shown above, of the completed prototype of our NPC hauler. To refresh everyone’s memory haulers will be spawned at factories every couple of minutes to deliver raw materials to the nearest base/space station. If the hauler successfully makes it then those raw materials are turned into credits evenly distributed among the members of that team for purchasing better ships and weapons. Therefore each team will have supply lines that can be disrupted by enemy forces either temporarily by destroying individual haulers or more permanently by destroying factories.