Finished off the save file improvements. Save files are now saved to Steam cloud, screenshots are improved (HUD's removed) and more info about the save shown (game save: scenario name, progress time. station builder: cost). Patch notes
- Steam cloud save support added. Upload on Save.
- Confirm dialog if local save files are newer than cloud.
- Load/Save made buttons smaller. Expand text description (Game:MissionLength Builder:Cost).
- Remove HUD's from save screenshot images.
- Fix: Missing translations (end game - 'continue', 'quit'. load screen - 'select station').
Just a little Saturday update, fixing a few things with screenshots for save files. Screenshots should now fit correctly in the menu no matter what screen resolution you are running. And screenshots now zoom in to your station, so easier to see game situation, rather than fully zoomed out. Notes: -
- Improve: Screenshot now of zoomed in station.
- Fix: Screenshot fitting correctly in menu save slot - resize/position.
Navigating your save files should now be easier, as i now show a little screenshot next to each save slot. Obviously only on new saves, but thought it would be useful (also station builder saves). Will probably be some further refinements with this (might be able to zoom in a bit rather than showing all and possible more game info displayed), but needed to get an update out as a few more fixes with save files. Patch notes:-
- Screenshots now shown next to game save files in load/save menus.
- Screenshots now shown next to station builder saves in load/save menus.
- Fix: Loading scrap fields, generated a non functioning scrap area.
- Fix: Saving data with a docking connect issue (introduced in v0.6.0.30).
Just a couple of fixes for the weekend. The main one being a really bizarre issue, that caused the whole screen to go white during play! This happened when a captured meteor would pass directly over a tractor beam, and the fx i was using didn't like a very small value. Looks like an engine issue, but for the time being, i've just made sure i don't pass small numbers in! Thanks to Cornellus for the bug report and save file/info. steamthumbsup Patch notes:-
- Fix: Screen white out, when captured meteor passes directly over tractor beam.
- Fix: Docking connect, docked ship id save data was incorrect format.
- Fix: Load game, docking connect ship id not included in new id mapping.
- Fix: Clearing repair jobs on worker destroy, not checking for wall type repair.
The scenario 'Trading' has been renamed to 'Economic' and has been expanded with new win conditions. So earning credits and attracting visitors has been added along with resource selling. Winning a scenario now also gives you the option to continue playing, rather than exiting the game (any high scores are stored till you are ready to end the game). I also had feedback on building rooms via dragging when wall tile is selected. Previously your start/end point could be on a built wall (so your rooms are separated by 1 wall). However you couldn't do the same when walls are in construction. So i've now implemented that, so should make your construction plans quicker. Do let me know if anything appears odd with this change though. Full patch notes.
- Economic scenario now includes credit earning and visitor numbers to possible win conditions.
- Winning a scenario now gives you the option to continue playing (any high score saved til end).
- Add description to state custom setting in scenarios, disabled high score saving.
- Selecting custom difficulty in scenario, but setting them all to normal, resets difficulty to default on menu return.
- Improve: Room/Floor construction via wall dragging, selection can now include in construction blocks which are now skipped.
Quite a few changes with traders, trading and economics with this update. Main change being that buy/sell prices now fluctuate daily, depending on previous buy/sell amounts. You can also have multiple traders due, where previously only one inbound was allowed. Lots of other little changes with balancing, full update notes:-
- Daily resource price fluctuations based on previous demand.
- Visitor facilities influence visitor number per trader.
- Trader spawning, change check to allow multiple, based on trader settings/disembark fee.
- Disabling navigation beacon now doesn't cancel due traders.
- Ship comms, update to show multiple due traders.
- Research cost adjustments.
- Haul amounts (ore) adjusted for droid and human workers.
- Improve: Turrets now don't target very slow moving scrap/meteors unless getting close to your station.
- Fix: Ships comms ticker only need to generate the max 8 displayed.
- Fix: Trade/Tutorial large button sprite not scaling correctly.
- Fix: Navigation beacon setting missing from save data.
Sorry folks, but in the previous release, I introduced a bug with traders that caused a crash. That's now fixed. Thanks to bpjones80 for the bug report. Have also added an extra setting for casino advantage, where you can give the house a negative advantage, meaning you will gradually lose credits to casino players. Not good for your credit balance, but improves your worker and visitor morale! Patch notes
- Casino setting now includes negative house advantage.
- Steam extension updated (v2.0.0) / SDK(v1.6.0)
- Fix: Trader spawn crash. Current trader count error.
Your human workers can use the casino for recreation (own wallet, doesn't affect player credits). Made some adjustments to the casino, so now visitors/workers can actually win some credits, depending on your house advantage setting. Morale also now affected with losses/wins, and visitors will also use morale to determine if they should return to their ship. Improvements to traders and when they turn up. Using the trader activity setting, and taking into account storms and pirates. Patch notes:-
- Human workers can now use casino.
- Credit addition to your human workers (x earn per time period).
- Casino players can now win credits.
- Casino usage now affects morale.
- Visitors morale taken into consideration when returning to ship.
- Improve: Trader ship spawning use new trader settings, and take into consideration storms/pirates.
- Fix: Trader ship status text when at 125% scale, not all text being displayed.
- Fix: Trader ship moving to repair from another dock, didn't clear blocked airlock.
You can now build a casino item to earn more credits from your visitors! Set your earn level, by adjusting the casino advantage in the visitor charges window. You can also get more visitors by adjusting the new trader levels in custom difficulty settings. Have also added in a new information screen when you start a game, indicating the resources, pirates and trader levels for the generated game. Think this is mainly useful for scenarios where your don't really know how a seed might generate what. Patch notes:-
- New casino item to build (services).
- Visitor recreation expanded to include casino.
- New area info display indicating sector information.
- Trader levels can now be set in customisation difficulty.
- Fix: Tutorial drag window, resizing next/prev button incorrectly.
Health bars now appear on pirate and trader ships, to help you know if traders need repair and how close you are to destroying pirates. Health bars will also now show on your crew outside combat if they have moderate damage. Storms have not been triggering as frequently and/or not as long as intended due to a bug. This has now been fixed. Few fixes/changes around pirate ships as well. Pirates would target turrets that had targeted them, but not firing (cannons out of ammo), now ignore. Pirates on way to dock, but then grabbing scrap, would not clear dock spot. Pirates grabbing scrap, but then targeting firing turret, was set to attack, needs to check range first. Pirates now have more variation in retreat chance. Patch notes:
- Health bars added to pirate/trader ships if damaged.
- Improve: Show health bars for workers if moderate damage.
- Improve: More variation in pirate ship retreat level.
- Improve: Updated damage tileset (walls).
- Improve: Pirates now only target turrets that are firing at them.
- Fix: Storm not taking into account notification time. Finishing too early, or not starting.
- Fix: Pirate moving to dock, but switching to scrap grab, wasn't clearing dock.
- Fix: Pirate grabbing scrap, turretshooting check, needs to set state to movetofirerange.
You may now find scrap fields around the play area. Scrap will be generated in these areas, so your worker robots set to haul will collect any if you have available salvage depots. Better yet would be to build close by and use tractor beams to automate collection. Due to these new scrap fields, i have also updated the no build indictor to include these, as well as asteroids and derelicts. There was also a little flaw with build detection, where you were restricted from building where it looked like you could. So you should now be able to build much closer to space items. Full patch notes
- Scrap fields added that generate scrap.
- Scrap fields, asteroids and derelicts added to no build indicator.
- Improve: Pirate laser damage add smoke to target.
- Fix: Formatting of some help text when French/Spanish.
- Fix: Simplify build ok test, use non rotated rectangle for asteroids/derelicts.
- Fix: Set time to normal if double, only if new high alert message (o2/fire/power/breach).
- Fix: Disallow airlock/door placement next to a docking connector.
Pirate ships that dock with your station may now also attempt a pirate raid. Pirates will try and break through your airlocks, board your station and attack items. Don't worry though, your crew with fight them, just make sure you have enough workers to fend them off! Combat is an emergency job so make sure you have enough crew set to do those tasks, at least when pirate ships appear. Make sure you have droid maintenance to repair any combat damage, plus crew quarters if your human workers actually take health damage. You can see damage, with new health bars that appear above crew and pirates during combat. Patch notes:-
- Pirate ships can now spawn pirate raiders.
- Pirates will attempt to attack your station items and crew.
- Crew will attack pirates as part of the emergency job type.
- Any visitors will return to their ships when pirates attack.
- Health bar addition to characters in combat.
- Pirate raid numbers added to game stats.
- Improve: Game will drop to normal speed if running at x2 speed and high alert message occurs (Can be disabled in gameplay options).
- Improve: Human jobs now cancelled en route if item no longer exists (sleep/eat/heal/recreation).
- Fix: Worker cancelling a repair job due to emergency failed if position was next to repair.
Hi Folks, I've added pirate boarding to the game, but have added this as a beta release currently as I need to do a bit more balancing and testing. If you want to check it out you can enable the beta by clicking the games properties in your steam library and selecting the beta tab, and selecting beta in the beta participation dropdown. For more info on pirate boarding, visit the beta discussion. Cheers, Nick
Hi folks, Just a small update with a few improvements to pirate ship behaviour. You may know i'm currently busy adding pirate boarding addition to the game, so this means some changes to pirate ships. I have improved a few things here, so thought i'd get these changes out to you now, rather than wait for the next big update. Also, as it includes some fixes that are better to get out asap. Patch notes:-
- Improve: Pirate ship stealing now starts when tether attached to station.
- Improve: Pirate ship tether now retracts on depart.
- Improve: Pirate ship steal amounts/time adjustments.
- Improve: Missiles - smooth turn/acceleration, and target higher risk threats.
- Fix: Trader/pirate airlock movement block incorrect when up orientation.
- Fix: Auto message delete per instance.
Main change with this little update is the efficiency modifiers with production items (refinery/armoury/farm/electrolyser). Previously when low O2, output was lowered but input remained the same. This isn't what is wanted, what would make more sense is that production is slowed, so input is now reduced along with output (not altering the chemistry!). Few other little fixes, noted below:-
- Improve: O2 efficiency modifier on production applied to input as well as output.
- Fix: Trader always had 3 visitors, should be random.
- Fix: Ship comms, disembark button could be clicked even if it appeared disabled.
New update has quite a few changes to production. The refinery by default now only outputs metal and water. It must be upgraded before it can also produce fuel and air (research unlock, followed by upgrade). To give you another option here though, I have also added the electrolyser item. This takes water and outputs fuel and air. You'll now have to weigh up having a refinery and electrolyser, and/or researching the advanced refinery. Electrolyser is more efficient than the advanced refinery, but outputs fuel/air at a set rate, the advanced refinery fuel/air/water output ratio can be configured. The advanced refinery also takes less power than the basic refinery and electrolyser combined. I've also made balancing changes whilst looking at production/efficiencies. The low/no O2 penalty has now been reduced. Less ore usage by the refinery. and fuel/air output adjustments. Probably will be further tweaks here, so any feedback welcome. Couple fixes as well, main one being shields weren't always detecting pirate lasers. Since i expanded shield range, it was now possible for a pirate, laser and it's target to all be within the shield circle. Wasn't checking for this simple case, doh! Patch notes:-
- New electrolyser item.
- New research item - Advanced Refinery
- Refinery only outputs metal and water.
- New upgrade option on refinery. Once upgraded, fuel/air/water ratios can be configured.
- Improve: Low/no O2 production penalty reduced.
- Improve: Reduce refinery ore input figure.
- Fix: Shield check on pirate laser, need to also check if laser doesn't cross shield circumference.
- Fix: Game over check add no metal / no metal storage unrecoverable state.
- Fix: Issue loading save files, when in-game. O2 balancing not using updated floor tile count.
Several improvements to airlocks. Airlocks now only link up and sync in rooms with 1 external airlock and 1 internal, with the room having no items. Dock overlay now only showing on external airlocks. When traders are now docked airlocks will show red indicating workers cannot pass. Shields now reduce chance and damage to solar panels and connectors. Help and tutorial updated. Patches notes:-
- Airlock linking - simplify logic (1 external/1 internal/no items).
- Only show docking areas on external.
- Trader blocking airlock overlay red to indicate blocked movement.
- Custom music loading enabled.
- No external access message added.
- Fix: Worker jukebox usage - move off items even if jukebox in range.
- Fix: Airlock external check, test for external floor as well as empty.
- Fix: Draw dock - disable on internal airlocks.
Bit of a change with docked ships (at airlocks), as they now block worker movement going past the docked ship. Think that makes sense as visitors only enter your ship if you have life support so we can assume the airlock is specifically for that docked space craft (and airlocks can open freely, with no pressurisation). Due to this airlocks can now be individually set to allow/disallow docking, as you will need ways for workers to still access items outside your station. Few fixes as well as was looking at docking areas and movement restrictions. Full notes:-
- Airlocks now have an allow/disallow dock option.
- Ships docked at airlocks now block worker movement past them.
- Disabling airlock dock, update dock area colour overlay.
- Fix: Dock area check not checking items across full 3x3 area.
- Fix: Upgrade wall tilemap data missing from save file.
- Fix: Repair Bay added an incorrect block path restriction.
- Fix: Canteen item path restriction, was misaligned.
New reinforce upgrade can now be applied to walls once their schematic is unlocked via research. Similar to upgrading droids, in the wall info window click the research icon, and purchase via the popup upgrade window (if you have the metal available). You can also upgrade via selecting multiple walls, however walls must be at 100% health to upgrade. Upgrading walls is classified as a build type job for your workers, Full notes:-
- Wall reinforce upgrade added to research.
- Wall upgrade available, once researched (new wall reinforce graphics applied).
- Workers build job check now also look for upgrade wall jobs.
- Improve: Cannon projectile FX improved.
- Fix: Adjust research and info windows for 125% text scale, to keep text in window.
- Fix: Draggable windows now reset to centre screen on resolution change in game.
Have added a security section into research, with 2 schematics, the armoury and the cannon turret. You now have to unlock before these are available from the build menu. They are also linked, so the armoury requires research before the cannon turret is available. Couple of fixes to the tractor beam as well, first an issue with stationary scrap, where it could end up pushing it away, and a bug in minimum change angle calculation, could be wrong sign, giving wrong direction change. Oh and have improved the shield turret, giving it a larger range. So is now more useful and worth considering in your defences. Notes:-
- Security section to Research (Armory -> Cannon).
- Armory & Cannon, disabled in build menu until researched.
- Improve: Shield turrets increase range ~50%.
- Improve: Tractor beam on stationary items, set initial to required direction.
- Fix: Tractor beam minimum change angle could be wrong sign, giving wrong direction change.
An initial research screen is now available, accessed via the main game controls at the bottom right of the screen. Currently research items are unlocked via purchasing your chosen schematics with credits. Just the two unlocks at the moment, showing the two types of unlock. Firstly the build menu restriction. At the moment that's just the Fuel Cell, that you'll have to unlock, before you'll be able to select it to build. Secondly is the upgrade type of unlock. Currently this is the droid battery upgrade. Once researched, clicking on a droid will give you access to an upgrade panel where you can select to upgrade the chosen droid, if you have sufficient metal available. Oh and upgraded droids will become orange, so you can spot which of your droids are upgraded or not. Now this feature is here, i'll be adding quite a few more schematics over the coming weeks, so do leave comments in the Research discussion on what you'd like to see. As it's been a couple of weeks since last update, quite a few changes and fixes. Main fix being a crash when selecting an item that is in construction. Do report game crashes and bugs as i can only fix them once i'm made aware of them, thanks! Also some balancing to address some feedback. Non droid maintenance charging now a bit quicker. Droid power usage slightly less. Pirate damage slightly less. Droid repair/deconstruct/upgrade times longer (more in line with droid construction time). Patch notes:-
- Research screen added (droid battery and fuel cell unlocks)
- Upgrade panel added to droid info window.
- Balancing: Reduce pirate laser damage.
- Balancing: Reduce inside/outside droid power usage.
- Balancing: Reduce charge time when not charging via the droid maintenance.
- Improve: New game logo.
- Improve: Droid work light fx should be under droid.
- Improve: Airlock/Door placement, remove solar panel/connector close restriction.
- Fix: Crash clicking on in construction item (invalid info window priority lookup).
- Fix: Droid repair/deconstruct/upgrade times longer, correctly related to construction length
- Fix: Visitor not charging via power system.
Just a little update, with a few improvements. Couple of new messages, stating that pirates are stealing your resources and now a warning of approaching storm. Also a fix for a possible crash when pirates would be stealing scrap in some circumstances. That's all in this one, as i've spent a couple of days testing an engine update, which fixes custom music loading, but seems to break Ubuntu builds. So still waiting for a further fix here. Notes:-
- Improve: Pirate stealing notification added.
- Improve: Add a "storm due at x" notification message.
- Fix: Pirate grabbing scrap, make sure exists in draw (something else destroyed it).
Most in-game windows are now draggable (tutorial, ship comms, trading and worker control). Windows still behave as previously (only one of these shown at a time), but now they can be dragged and position remembered. If this all functions correctly i should be able to improve this further (show multiple, maybe dockable, other possibilities?). Additional couple of example videos in the tutorial (airlocks and ship comms), and added missing text for latest changes. Help also updated. Also tidied up some more sound effects. Thought it was a bit odd that some ship engines sounds still played when game paused. So now when the game is paused, all those sfx should pause (except background noise and music). Oh and a seed can be set in sandbox mode now. So you can replay the same map if you wish. Note the same seed in scenario currently generates a different map (as additional scenario events are generated here), however it might be possible to alter this so map generation is before any scenario based setup, so map would be the same. Patch notes:-
- Ship comms, trading, worker control and tutorial windows are now draggable.
- Can now set a seed in sandbox game.
- Improve: Additional airlock and ship comms tutorial vidoes.
- Improve: Include make top priority job info to tutorial.
- Improve: Include visitor and jukebox info to help.
- Fix: Pause all in-game sfx on pause game (ship engines/lasers).
Have a new magnetic storm type, this will slow movement for your workers when outside, and increase wear and tear on production items. Whilst looking at storms, i've also added more chance of damage to solar panels, when the existing solar storm occurs. Have had lots of good feedback over last week, so have also added several improvements requested or i've remembered. Main one is that workers now choose repair jobs based on closeness (now same as build). But have added a make top priority button (next to fix icon), which will bump repair or build to next in line. Full notes:
- Magnetic storm type added - outside movement slowed.
- Repair job selection now based on proximity (same as construction jobs).
- Repair and construction jobs can be made 'top priority job', so will be picked up ahead of proximity jobs.
- Selecting a worker will show destination square if moving.
- Message board now has a pin.
- Message board now expands for 5 seconds with high priority messages.
- Message board notification sound limited to once every 5 seconds (for when lots of messages coming through).
More improvements mainly to visitors and recreation. Character near a recreation item wont change space when repeating that acitivty, recreation affects morale/energy. Visitors will return to their ship if too many repeated uses. Oh and human workers will now also use recreation items if they have no jobs to do. Couple of fixes with sound: Noticed message notification sound could loop in certain instances (cannon turret and life support - giving a horrible drilling noise). Also alarm unmute wouldn't bring existing alarm sound back. Full notes:-
- Improve: Human movement around jukebox (no need to move to new space).
- Improve: Recreation effects human stats. Improve food/energy updating (more idle states).
- Improve: Visitors will return to trader if same repeated recreation item use. Reduced morale change.
- Improve: Human workers now use recreation items if idle.
- Improve: Scrap under attempted build spot highlighted (tricky to spot).
- Fix: Alarm mute/unmute stop/restart existing.
- Fix: Cannon turret in construction, incorrect ammo check, giving repeating message notification.
- Fix: Station computer damaged, repeating message notification.
- Fix: Delete selection checking, wasn't testing doors at edge correctly.
I've had to revert a recent engine update to a previous runtime version, as spotted some oddities with collision checking. Lookups seem to be checking incorrect tiles, depending on size/location so seeing some bizarre behaviour. This does mean the recent custom music track loading, i've had to disable, but everything else should be working ok now. I'll need to research the engine docs and see what's changed with collisions, or if it's a bug in this recent update. Sorry for that folks. Nick
As usual with a large update, i've noticed a couple of issues. Fees for visitors were mixed up, visitor needed to free up canteen, and a visitor save file probs. However i've got a couple visitor improvements in as well. Visitors at jukebox will move to a free spot, rather than multiple on one space. Visitors colour is now always white, so can tell difference from human workers more easily. New animation when visitors are enjoying your jukebox. Patch notes:-
- Improve: Keep visitors space suits white.
- Improve: Visitors now have a basic dance animation.
- Improve: Visitors move to a free space if listening to jukebox and on same spot as someone else.
- Fix: Visitors canteen use (recreation), clear when finished.
- Fix: On load, visitors paths need recreating.
- Fix: Incorrect charges returned from recreation type.
Visitors have been added to the game. Traders that call at your station may ask for disembark permission, and if given will allow passengers to disembark. This new feature allows you to earn additional credits for your station. Fees for visitors can be set in the new visitor charges window (in the communications panel, visitor charges button near the top right). New jukebox music feature has also been expanded so that you can play your own music tracks. Each folder you create in %localappdata%/DeepSpaceOutpost/music creates a channel in your jukebox, and each music track added to those folders will be loaded for that channel. Note music must be in OGG format. (Linux: Home/.config/DeepSpaceOutpost/music) Patch notes:-
- Visitors added to traders.
- Traders now request disembark permission.
- Visitor charges windows (via communications panel).
- Credits earnt added to end game stats.
- Improve: Game will load user music from specified folders (ogg format).
- Improve: Traders status can now scroll in info windows if text too long for display area.
- Improve: Credits earnt now show coin icon (on visitor/trader) and sfx.
- Improve: Jukebox animated on non main channel.
- Fix: Cannon turret bullets not being stored in save file.
- Fix: Cannon turret fx not frozen when game paused.
Hi all, A beta update of Deep Space Outpost is now live. Traders can now be given the disembark permission, which will allows visitors access to your station and spend money to use your facilities. Thought i should run a beta, as more adjustment and balancing required. Take a look at this discussion for more details about what i'll be adding/altering over next week or so. Expect several updates over the coming week if you do want to try the beta. As always be great for people to try new additions and leave any feedback. Nick
Just a few improvements, mainly to the recent jukebox addition, oh and you can now pin top HUD's if you wish to keep the more detailed info on screen. Patch notes:-
- Jukebox now has a mute button.
- Having jukebox enabled now gives a morale boost for human workers.
- Jukebox has an alternative off image.
- Top HUD's can now be pinned.
Several overdue updates with the in-game music for Deep Space Outpost. Firstly i've added two more music tracks, which will give some variety as previously only had one track in-game. But more tracks are available, once you build the new Jukebox item! The Jukebox currently gives you an additional channel to choose, which will open up several more tracks to listen to. Not just a bonus to the player though, as workers will get a bonus to morale if nearby and can earn credits from visitors (once implemented). The new Jukebox item is available under the "Services" build menu. It will likely also be possible to load your own music in a future update, but currently awaiting an engine update to include this. Patch notes:-
- Additional in-game music. Some of which accessed via the new jukebox buildable item.
- Improve: Music now doesnt stop when you pause in-game, only at the pause menu screen.
- Improve: Power HUD groups: Droid Maintenance, Ship PC and Jukebox all moved to habitat group (along with life support/crew quarters/food/canteen).
- Improve: Workers will now take shorter paths over items, rather than much longer distances to avoid.
Needed to get an update out as became aware of trader bots not working. Thanks to LogrusUK for the info, along with a save slot issue details and a good idea of adding a new message notification sfx. Patch notes:-
- Improve: New messages now gives a sound notification.
- Fix: Trader bot could have speed set to zero, so became stuck.
- Fix: Save selection incorrect when selecting different saves slots in one session.
The rescue mission has been improved to include some random internal scrap, along with potentially some starting air and more types of items. Also slightly less starting damage depending on difficulty setting. Scrap can now appear in your space station, as items when destroyed have the chance of creating some. You wont be able to build on these, so get them hauled to your salvage depots and get them recycled asap. Patch notes:-
- Scrap can now be internal, created from destroyed items. Cannot be built on. Not targeted by turrets.
- Improve: Rescue scenario modifiers, new items, possibly some air in station, random scrap.
- Fix: Repair item, worker could continue repair if item destroyed.
- Fix: Rescue scenario ore storage, no ore!
Quick update mainly to fix an issue with save files that was introduced earlier this month with an engine update. Save files that were behaving oddly from the last month should now load correctly, and new save files should now not have issues. Also fixed an issue with tutorial videos on Linux, they were displaying oddly as a missing shader. Patch notes:-
- Improve: Additional tutorial videos, new scrap page.
- Improve: Storage tutorial message now after refinery message
- Fix: Save file issues with object ids with recent engine update.
- Fix: Incorrect colour with video playback on Linux - missing shader.
Tutorial now has several example videos, showing where to find the structures/items in the build menu and how to apply their construction. At the moment, i've focused on the initial power, walls, floors and items where someone starting out may need help. But more to add, so do let me know what extra videos would help. Patch notes:-
- Added video examples to several pages of the tutorial.
- Improve: Wall construction, worker now prefers move to a floor location, not an external space.
- Fix: Worker FX not stopping immediately at end of job (Weld/Charge/Mop/Foam).
It's a rescue mission...... Have added a new scenario, where you actually start with a randomly created space station that has a human crew member (or two) with no life support. Without life support, human crew will head to crew quarters when their suit oxygen levels are low and enter stasis. So most importantly make sure your crew quarters are powered! Win condition is when you get life support running and habitat levels are no longer critical. Have also given the player the option to turn off the alarm sound, as with this scenario you'll have the "no life support" alert from the very start. Patch notes:-
- Added rescue scenario with randomly created damaged station.
- Improve: Alarm sfx can be disabled in message board.
- Fix: Droid maintenance, canteen, crew quarters, usage not cleared if worker path fails in certain conditions.
- Fix: Scenario text summary not updated with correct scenario amounts.
Little update, mainly to resolve a crash reported when humans are trying to find a free crew quarters. Have also optimised workers job distance check, so now much simpler calculations to see if droid has enough battery to get to a job and back to your station. This gives quite a fps boost if you've made a very large station and/or have lots of workers. May need some tweaking, so let me know if you see droids on emergency power very often. Patch notes:-
- Improve: Worker check job distance, optimise battery/distance tests.
- Fix: Crash on human crew quarters lookup (introduced in v0.5.0.36).
- Fix: Initial zoom judder.
- Fix: Pirate dock pipe animation scale correctly.
Pirates may now try and dock with your station to steal resources (assuming they are not being shot at by your defences). Just piped resources at the moment. Haulable resource stealing will be a feature once pirate boarding is added. Have also added in a first attempt of showing unreachable jobs via an overlay. Full notes:-
- Added pirate dock and steal behaviour.
- Improve: Pirate attacking message as well as pirate due message.
- Improve: Added in an unreachable job overlay.
- Fix: Translations for onscreen overlay text were missing.
- Fix: O2 alarm switching on/off, wasn't fixed fully in previous update.
Thought i'd get this collection of improvements and fixes released, before I add in the next pirate behaviour addition. Was reported that a player was struggling with placing items on non internal floors. So i've added an overlay to visually show this when placing items. If anyone else is having issues with placing items / figuring out why items cant be placed / why that cant be reached, do let me know, and what might help you (better help/tutorial/visual clues/tooltips?). Patch notes:-
- Canteen info added to help page.
- Improve: Show non enclosed floors as red, when building items, if no overlay is on.
- Improve: Reduce cannon ammo usage.
- Improve: Additional particle fx on pirate damage from lasers/cannons.
- Fix: No O2 alarm could keep switching on/off, if minimal air available. Add a delay to check for zero for more than a couple seconds.
- Fix: Crew quarters movement restriction should be 2 tiles, not 1.
- Fix: Airlock structure update should recheck airlock floor tile.
Now have the canteen added, allowing your human workers a more social place to eat. This will give a morale boost, over eating elsewhere. Canteen also stores food, so is a new haul destination for food supplies. A few fixes as well (mainly with save files), full patch notes:- Notes:-
- Canteen added as destination to eat, and food haul destination.
- Humans get a morale bonus if eating at canteen.
- Fix: Crew quarters not updating assigned human id on load game.
- Fix: Saving then loading game could reload the save, depending on save slot order.
- Fix: Station builder mode, disable droids (could move giving issue with station save storing a path).
- Fix: Airlock would lose connected floor tile on loading previous save.
Noticed an issue with airlocks when life support wasnt operating and was informed of a crash with the armory (human haul distance check issue). Notes:-
- Fix: Any Ammo Hauling distance check (humans)
- Fix: Airlock operation if no lifesupport.
Couple of little bugs squashed, and noticed that if a trader gets damaged whilst docked, it couldn't get repaired if out of range of a repair station. Trader will now realise this and move dock location to in range of a repair facility. Notes:-
- Improve: Traders will now move to an in repair range docking spot if docked outside range and needs repair.
- Fix: Human outside station internal tile lookup issue.
- Fix: Clicking build menu docking connectors, showed initial large selection.
Pirates are now equipped with a tractor beam, which they will use to grab scrap generated from destroyed items. Think this makes sense, giving a purpose to the pirates attacking your space station. Will be looking to add further pirate behaviour such as attempting to dock to steal resources. Patch notes:-
- Improve: Pirates now looking to make off with any scrap.
- Improve: Pirates now more likely to retreat when damaged on easier setting.
- Improve: Optimise internal floor lookup.
- Fix: Pirate laser sfx not stopping, on restart game.
- Fix: Game over check, test for human workers as well as droids.
- Fix: MoveSpotOccupied multiple workers could all move from same spot, add delay.
- Fix: Clicking build menu walls/floors/solar panels/connectors, showed initial large selection.
Hi folks! First update for the new year and i've made a few improvements to pirate ships (and traders). I've decided that ships wont collide with scrap and meteors, just to simplify things. Think it makes sense that small ships would avoid these objects, much like the mining droid and workers when outside station. Ships now if destroyed also have a chance of becoming a derelict, thereby giving more scrap resources. Full patch notes:-
- Improve: Ships no longer collide with scrap/meteors.
- Improve: Destroyed ships have chance of becoming derelict.
- Improve: Derelict gfx updated to include newer trader ships sprites.
- Fix: Unneeded helmet sprite data in save data, remove.
- Fix: Smooth pirate deceleration when closing on target.
Just a little update with a few fixes and improvements, mainly tidying some of the worker code and noticed some issues with workers passing through airlocks. Patch notes:-
- Improve: MoveInsideIfOut check. Human should try to not target an airlock.
- Improve: Spot Occupied, other worker doesnt need to be idle to move out the way.
- Improve: Worker airlock detection on move (could stop slightly too late).
- Fix: Dont show progress bar on healing.
- Fix: LMBHold also check dragselection is still true when LMB released.
- Fix: Airlock O2 lock function could get stuck when running at x2 speed, check stored air limit.
- Fix: Worker icon could switch colour instead of intended white.
I just knew i'd let some silly bug slip through after concentrating far too much on all the human code. I broke building items, with changes to worker modifiers! steamfacepalm Although have managed to get a couple of human improvements in as well. Notes:-
- Heal icon added to character icon function
- Crew initialise not all levels at 100%
- Fix: O2EfficiencyBuildItem, charType unknown
We now have humans added to Deep Space Outpost! Human workers can now be hired from passing traders if your space station has life support, food supply and crew quarters. With this update you'll also notice new graphics for worker droids. They are now a more angular (and yellow) to make them distinct from humans. Humans now have the previous droid image torso, but have different hair colour when their helmets are off. They also have a name, rather than a droid id! Humans behave as worker droids, except they will take breaks when hungry, or need sleep. Their spacesuits will protect them generally, and will get repaired if they take damage. Space suits have O2 and power levels for when traveling outside your station. Damaged suits can lead to the human themselves taking damage, in which case they will try to heal at available crew quarters. Taking damage, hunger or tiredness will affect morale, which will make your human workers work slower. So do keep crew quarters and food available for your crew! Patch notes:-
- Human worker addition - Hire from traders.
- Crew quarters buildable item added.
- Humans added to worker control and job priority displays.
- Humans behave as droids, with added eating/sleep tasks.
- New haul type for dead humans.
- Help & Tutorial include new humans worker and crew quarters info.
- Improve: Optimise some collision checks for meteoroids and scrap.
- Improve: Additional indicators for humans eating, sleeping and if dead.
- Improve: Farming / Crew Quarter power usage now under life support power group in top menu.
- Fix: Food storage capacity not updating on load game.
- Fix: Progress bar on repair droid/spacesuit not matching task time.
Hi all, A beta of Deep Space Outpost is now live, with the inclusion of human workers. Human workers can now be hired from passing traders, assuming you have life support, crew quarters and available food. Take a look at this discussion for more details about what i'll be adding/altering over next week or so. Expect several updates over the coming days if you want to try the beta. As always be great for people to try and leave any feedback. Cheers, Nick
Production figures are now on a separate tab, selectable from any production item info window. I didn't want the info window to get too cluttered. If anyone has any feedback on the info/production window, do let me know. Change notes:-
- Production panel added for usage and output per hour figures
- Improve: Info window button positioning at 125% scale
- Fix: Algae farm should have an enable/disable button
Production figures have now been added for the Refinery, Armory, Algae Farm, Mining & Scrap Lasers. Both when selected in the build menu, and once built via the information window (also show efficiency loss if no air). Should help with planning with what you need to build, to start creating how much of what resource. Nick
Just a quick Sunday fix, for a deletion issue. Sorry about that folks!
Remap controls section of the options menu is now available, if you'd like to alter the default keys. Few other improvements and fixes, full notes:-
- Remap controls added to options.
- Pirates now delayed from spawning with more days for easier difficulty.
- Pirates now don't target in construction items.
- Build costs, now show its a metal cost.
- Fix: Could build internal items outside, bug introduced in 0.4!
Just a little update, fixing a couple things. Main one being a crash when cancelling a door or airlock build. patch notes:- [olist]
Chinese (Simplified) has been added as a supported language. Few other little fixes that i noticed when looking at the language code, patch notes:-
- Added Chinese (Simplified) language support.
- Fix: Droid names became 'instance
' due to engine update, restore to if not custom name. - Fix: Missing translations - customise difficulty in translations.
- Fix: Missing translations - sandbox/scenario save file description.
- Fix: Missing translations - in-game build area and tractor beam area
Autosave is now an option (default on), game will save every 5 mins. Several fixes and improvements, full notes:-
- Autosave added
- Improve: Help page - Items split into Production/Services/Storage. Repair and food info added. [*[ Fix: Dock area check needs to check for meteors/asteroids/debris.
- Fix: Spanish production text was showing storage text.
- Fix: On load game, some particles effects stopped working.
Another little update, just adjusting the repair scenario. Now depending on difficulty setting/seed, more ships may be created than you actually have to repair to complete the scenario. This gives a margin of error in case any ships get destroyed by asteroids or pirates. Cheers, Nick
Hi folks, This should resolve the other outstanding game crash bug (ship being dismissed after repairing). Keep posting up any bugs/issues you may find, it does help a lot :o) Thanks! Nick
Just a quick hotfix. Yesterday's update introduced a game crash when using the droid control window. steamfacepalm Sorry about that folks, Nick
Food can now be created with the new algae farm addition. The algae farm takes water as an input and will grow delicious nutrient biomass for trade (and consumption, when humans are added). This is a haulable resource, and a food storage item has also been added. Trading scenario will also now choose either water/food or ammo as the required resource to sell, to give that scenario some variety. Quite a few improvements with trading board as well, as when i added food here I noticed a few oddities. Changes here should clear things up hopefully. Full notes:-
- Algae farm addition.
- Food storage addition.
- Trading scenario now selects food/water/ammo as the required resource, based on difficulty/seed.
- Improve: Trade figures, used buy price when removing sale amounts.
- Improve: Trade buy/sale buttons now just grey out if not available, rather than disappearing.
- Improve: Can now only select one haulable resource per trade (previously reset amounts).
- Improve: Ambient sound now updates on station location/size.
- Fix: Chance of wear on solar panels, calculated with asteroid belt modifier, when no asteroid belt.
- Fix: Trade resource amounts should be rounded down, as trade in full numbers.
- Fix: Entering pause menu, whilst game paused, on return some sounds not restarted.
- Fix: Translations missing for "not enough resource messages".
Just a couple of additions to the custom difficulty settings. You can now alter the difficulty of a scenario, which will alter win conditions in trading/mining/salvage/repair, and the frequency of scenario events in survival and combat. Have also added in item wear setting, that was set via seed previously, but now you can set as you wish. Change notes:-
- Scenario difficulty added to customise difficulty settings.
- Scenario difficulty now alters scenario win conditions.
- Text to explain scenario/pirate/meteor settings in survival and combat scenarios.
- Item wear added to customise difficulty settings.
- Fix: typo in sandbox normal difficulty description.
Just a little update with a few fixes and improvements, mainly to the repair scenario recently added.
- Improve: Tooltips for why docking permissions disabled.
- Improve: Repair scenario - wait for ship to depart, before win condition met.
- Improve: Stop damaged ship sfx when docked.
- Fix: RepairBot particle fx wasnt enabled
- Fix: Station placement - repair bay outline only showing top corner.
- Fix: Droid carry scrap, was showing ammo text.
- Fix: Repair scenario initial placement of damaged ships, might not be in correct areas.
New repair scenario has been added. With this mission your task is to repair the damaged friendly ships in this sector as soon as possible. Thought with the repair bay addition it made sense to add a scenario to make use of it. Think this may need some fine tuning as:- [olist]
- New repair scenario added. Fix ships no credit reward in scenario. Scenario fail check.
- Improve: Starting level resources added to custom difficulty settings.
- Improve: Ship repair tooltips.
- Fix: Missing end game text translations.
- Fix: Load game - don't update audio emitters.
- Fix: Ambient station noise level on initialise.
- Fix: Station builder door check on placement.
Hello! Initial changes to the custom difficulty settings is now in. The main change being you can now apply these to scenarios as well as sandbox games. Although currently if you customise i don't store any high scores (although i may change this and just make a note of it in the hiscore table?). For now i've just added the option to turn off pirates and storms. So if you want a peaceful build session, you can now have that. But lots of settings i can put in new custom settings screen. Take a look at this discussion if you have an idea. Full change notes:-
- New custom settings screen. Added to scenarios.
- Improve: Ship Visits & Ship Repairs added to end stats screen.
- Fix: Closest free tile always same search order.
As you can now expect more traders visiting your space station, i have added a few different spacecraft types. New graphics, different ship speeds and updated effects. Have also given ships an identity rather than just an id, which now shows up on the ships info window as well as the comms window so can track craft more easily. Some improvements to the comms window (improved statuses, tooltips) and fixes. Full notes:-
- Randomise friendly ships (ship graphics, fx, and speed).
- Repair bots now have a different repair sfx.
- Navigation beacon requires an available docking spot to be enabled. Tooltip added.
- Improve: Repair tooltip show 'repair bay in use' as well as 'no repair bay'.
- Improve: More docking info in tutorial.
- Improve: Comms window - disable options on departing ships.
- Improve: Moving ships now always pass over docked ships.
- Fix: Comms/Droid window update list on opening.
- Fix: Ship/Miner destroy clear docks and repair bay fully.
- Fix: Item info window check ship selected instance exists.
Making some good progress on adding some trader variety (will update work in progress shortly), but have noticed a couple bugs that cause game crashes whilst working on this. We don't want that, so little update with those fixes!
- Fix: Trader no longer used landing ramp animation, when docking at an airlock.
- Fix: Repairing ship, might not have correct type on selection, giving wrong type to cost calculation.
- Fix: Structure update on delete, may not have type after instance deletion.
Just a little update to fix a game crash. Silly issue with missing tooltip text. Couple other improvements also included.
- Improve: Mining droid repair docking position/angle not precise, could cause odd 'wobble'.
- Fix: Missing repair tooltip text caused crash.
- Fix: Missing docking permission translations.
We now have a station communications panel, where you can control space station docking for friendly spaceships and trade / repair them! It's taken a bit of time to get this update out, as there are quite a few changes. The station computer (which previously was fixed and ended the game when destroyed) now behaves like any other item. If you don't have it, you just wont be able to trade or repair spaceships. With the station computer working, it now allows you to bring up the communications panel (a new button in main controls). Here you can see any ships nearby or due and give them docking permission. Once docked and with the correct permission, you can trade or repair them from here. Yes, the repair bay has been expanded so as well as fixing your mining droids they can now repair friendly ships and earn some credits. Clicking on the repair bay will show the repair range, so make sure you have enough docking areas around it. Previously the game only ever spawned one trader if your navigation beacon was enabled, but now many more are supported. Also note:- ships can dock at an airlock, a repair bay or a docking connect. So make sure your station has enough docking facilities! Spaceships currently all require a free 3x3 tile size space. Enjoy! Nick
Hey everyone, Just a little update with droids and how job priorities are now handled. There is now a job priorities popup, where all droids can be seen and what jobs they are set to do. You can also sort by job type so now much easier to see which droids are set to which tasks. Oh and can also use right mouse button to cycle down. I have also disabled the automatic switching of job priorities meaning jobs can have the same job priority setting (still 1-4), but as indicated at the bottom of the new screen, the jobs left most will have priority. Eg:- Emergency and Repair if both set to the same value, Emergency will take priority. That's it in this update, let me know if something isn't working, or further improvements i could make with this new screen. Thanks, Nick
Just a few fixes and improvements, mainly with repair changes.
- Improve: User repair check can call more often.
- Improve: Repair bots don't just stay in one place whilst fixing.
- Fix: Internal floor tile test not check construction corners - optimise floor check algo.
- Fix: Refinery info window processing settings layout for languages.
- Fix: Repair time of mining bots and droids. Was too quick, needs to be proportional to build time.
Main addition with this update is the new repair bay. With this built you can fix your mining droids (that now take wear damage). Repair bay will eventually be used to fix other ships as well, but the first step is there. Also lots of changes with construction, mainly just to make things simpler and more intuitive. Do let me know if anything still not as 'expected'.
- Repair bay added. Currently fixes just your mining droids.
- You can now delete mostly any wall or floor now and there is no automatic attempt to build walls to keep your station floors internal. I think this makes things simpler.
- New internal overlay type. This helps to see why you cant place items, or items stop working (production items require internal area).
- Salvage depots now have to connect to a structure (wall/docking connect), so their construction now same as turrets.
- Dock area added to overlay, so can see where ships can dock with repair bay and docking connects. Repair bay has a repair range, which is shown.
- Improve: Scrap/Mining Lasers now only deduct power when in use.
- Improve: Damage from external collisions now have own values.
- Improve: Most repair costs are now refunded if repair item destroyed before repair starts.
- Fix: Droid repair now fixes % at time of order, not 100%. Also fixes in increments, not all at once.
- Fix: More missing translations fixed.
- Fix: Docking connectors added to routine repair checks.
- Fix: Repair tooltips incorrect in some instances on why can't fix
You now have the option to have the game text in French or Spanish! steamhappy I won't update the Steam page to say i've got those languages supported just yet, as i want to:-
- Check i haven't missed any text.
- Make sure translations make sense where i'm using them. May need some variants.
- No graphical issues (text doesn't overlap or not fitting windows).
- Update the demo.
Another little roundup of optimisations for the weekend. Mainly issues with very large space stations.
- Improve: MMB hold for drag camera should be quicker
- Improve: No power indicator on items caused fps slow down.
- Improve: Droid job check reduce checks on lower power, none on zero power.
- Improve: User repair check, do quick range test before lookups
- Improve: Reduce next to destination checks on user repair.
Happy weekend all, just a quick little update fixing a few bugs and improving performance. Not quite there with translations i'm working on, but thought an update was due as a few issues highlighted in last couple days.
- Improve: Droid job checking, reduce lookup freq (user and routine repairs).
- Improve: Routine repair checks, delay path lookups.
- Improve: Airlock internal o2 testing reduce lookup freq.
- Fix: Docking connectors not classified as external in some checks (could make floors internal and buildable on).
- Fix: Pirate target switching check target exists.
- Fix: Damage item process. Check target exists for leak storage, fx, fire and nearby damage checks.
Now have High Score tables for all the different scenarios steamhappy Once a scenario is completed, the end stats screen will give you an option to enter your name if you've made the top ten for that scenario. Viewing the high score table gives you the option to replay the same seed, so you can replay the same game and try and beat your previous score. Note - when additional events are added, scores will have to be wiped as seeds will generate different levels. Although i do keep version info with each score, so could show previous (but note it's from old). Full notes:-
- High score tables added. New high score save file.
- Improve: MMB check, no need to reset cursor every step.
- Fix: Stats screen layout at lower resolution, text out of panel.
- Fix: Pause menu - load game button not reset on click.
- Fix: Stop all game audio on win game condition (game paused).
We now have the new docking connector structure to help you build your station. This is a cheaper wall like item, that you can use to expand the outside of your station. You can attach turrets, solar connector and walls to it. But the main use will be for ships to dock at and use you facilities (repair bay next up). Also note have split off a couple of productions items into new services category. Full changes:-
- New docking connector structure. Help updated.
- Life support and droid maintenance moved to new Services build menu.
- New docking overlay added.
- Fix: Main menu scenario message missing.
- Fix: HUD alignment in builder mode.
- Fix: Load game, button wasn't been reset on select.
Just a quick hotfix for save game issue. I've obviously got my save slots full and overwrite worked, but not a save in to an empty slot. Doh! Sorry about that peops steamfacepalm Nick
UI update for the title & pause screens. Should hopefully bit a lot clearer, with less chance to confusing players. As previously mentioned, I should be able to add more options easier now (i've started a discussion on that). That's just about it with this update. More actual gameplay additions next up!
- New title/pause menu UI.
- Gameplay Options - Edge Screen Scroll.
- Fix: Return from station builder, use of help then return to pause menu.
Another round up of bug fixes and improvements steamhappy
- Cannons do more damage to pirates.
- Alarm on pirate attack.
- Recycle Laser - power category moved to Refining, rather than Mining.
- Improvement: Pirates now switch target to turret firing at self, if prev target was a turret but not firing.
- Improvement: Cannon info window now shows ammo capacity.
- Fix: Shield check - pirate laser line test, limit to laser length (not infinite!).
- Fix: Trading buttons disable when above limit, not at.
- Fix: Droid control, hold LMB to speed changes.
- Fix: After a game exited, using help would return to pause menu.
- Fix: On loading, validate storage capacities (for older saves).
- Fix: On loading, clear particles (storm effects would remain briefly)
- Fix: Derelicts could spawn on starting station in sandbox.
Just a few little improvements and fixes.
- Added description on sandbox difficulty selection.
- Have reduced ore consumption of refinery. Droids couldnt keep up refilling.
- Improvement: Pirate warning message, indication of due attack time.
- Improvement: Pirate difficulty added to custom sandbox.
- Fix: Droids weren't always getting closest build job (broke in last 2 weeks).
Hotfix for yesterdays release. One of my optimisations broke initial ship placement in scenarios! Sorry for that, Nick
Another day another update. Mainly bug fixes and improvements. But a change that will make a large difference in the future is the inclusion of credits. Now you don't just have to barter, but can sell to build up credits, and buy with just credits. Thought i'd get that added as will be needed when you can charge for services in the future. Also makes it easier to understand trading. Full notes:-
- Credits now added to the game.
- Improvement: Ammo hauled to cannon with least ammo.
- Improvement: Light tile damage fx reduced (as it shows as soon as <100%).
- Fix: Station placement, template not showing turrets & salvage depots.
- Fix: Ammo Storage figure not being set on load.
- Fix: Repair/deconstruct droid crash.
Well i said i should be getting a few little updates out quickly. Although main reason was that noticed a crash if you tried to delete an item. Doh! However on a better note, I have added in the ability to rename droids via the droid control window :o)
- Droid can be renamed in droid control window.
- Fix: Crash - Delete item (introduced in v0.3.0.9 - typo).
- Fix: Micro meteoroid damage to solar panels/connectors correctly.
Quick update as spotted a game crashing bug introduced in last release. When i added show haul spots when selecting an item, this broke the show haul spots when trying to build item. Doh! Very sorry about that folks, been super busy working through the pathing improvements and only just spotted it. Further pathing optimisation added though, along with more improvements, patch notes-:
- Improvement: Droids now don't collect scrap if no recycler.
- Improvement: use additional mp_path dsGridPathItem for path performance.
- Fix: Traderbot info - might be hauling ammo not always ore.
- Fix: Crash - Show haul spots via item place (inconstruction test).
- Fix: ClearHaul not dealing with scrap (clear salvage depot).
Quite a few changes since last update. Droids now try and avoid walking over items now (and if they have to, it slows them up). This means that placement of items is now much more important when designing your space station. To aid station design, specific items can now be rotated (items that have a haul ability and the droid maintenance (as it has a repair bay)). For the items that can be hauled from/to, they now have adjacent haul spaces, which you can see whilst placing or selecting. Although if those spaces are taken, droids will go on the item, to a backup haul spot. Few little fixes as usual, patch notes-:
- Droids now use a move cost pathing (item move increased cost).
- Droids now slow movement if forced to move over items.
- Items that can be hauled to/from now can be rotated and have adjacent haul spots.
- Improvement: Droids now show +/- when picking up / dropping off resources.
- Fix: Ammo and missile stats added to end game screen.
- Fix: Station builder mode - delete mining unit should also delete mining bot.
- Fix: LMB double click would open doors, even if over a GUI element.
Just a little bug fix for those that have a non 16:9 or 16:10 monitors. After i added in 16:10 support I stupidly didnt put in a default if your monitor wasnt one of these, so caused a crash when trying to change resolution. Have also added in 21:9 support. Nick
Big update in terms of the weapons side of Deep Space Outpost. We now have a point defense cannon turret, which is more effective against pirates compared to the current laser turret. Pirates may also now be armed with a missile which again gives more reason for the new turret (more effective than laser). The new cannon requires ammunition, so you can now build an armory that will produce ammo from your metal stores. Trader will now accept ammo via the barter screen. Ammo is a haulable resource like ore, so make sure you have enough droids to keep cannons stocked. Laser turrets are still useful though as they are more effective against meteoroids and scrap (and obviously only need power). Shields will now try and divert pirate missiles as well. Been quite a bit of balancing as well. Droids can haul a bit more ore (and much more ammo). Ranges of turrets tweaked. O2 efficiency of refinery improved. Full change notes:-
- New cannon turret type.
- Armory production item added (and ammo storage).
- Trader now deals ammo (also now a cooldown between visits, and not available in survival).
- Tutorial and help pages updated.
- Improvement: Optimize performance for spill check with large number floors.
- Improvement: Drag camera re-enabled via hold middle mouse button,
- Improvement: Under construction tiles graphics updated.
- Fix: Several issues with tractor beams (range calc, size limit check, final depot deposit speed).
- Improvement: Now tractor beams meteoroid size limit is fixed, turrets will now shoot those large meteroids even if target meteroids is off.
- Fix: Several save issues (pirate target, spill tiles).
- Fix: Mouse at edge screen for move, only if cursor in game window (windowed issue).
- Fix: Hold lmb on droid and trader buttons for faster change, was broken when multiselect tile function was added. Also reduced screen move speed (will be an option once options menu gets expanded).
- Fix: Airlock routine repair check location not checking for adjacent move location like doors (could be stuck closed).
Well i've hopefully got most of the leak coding now done. Patch notes-:
- Water & Fuel Leaks work through open doors/airlocks (and out station).
- Pirate wall attacks, chance fire internal
- Updated help with regards leaks.
- Spills increases item wear chance and damage.
- Improvement: Droid spill job picked up quicker.
- Fix: Spill tilemap not in save files
Lots of progress last couple days. Now have leaks enabled for fuel and water, so if storage damaged you may see pools of water (blue) or fuel (yellow), or a combination. Some improvements to droids with regards these (leaks are regarded as emergencies (although less so that fire)). Lots of other fixes / improvements as well:-
- Water Leak & Fuel Leak added to storage damage check.
- Floor tiles now show water/fuel, will spread affect chance of fire/spread.
- Improvement: Droid on way to work will cancel job if emergency.
- Improvement: Droid emergency job cancelled when on route, if no longer exists.
- Improvement: Asteroid/ship selections now via dashed box for consistency.
- Fix: Scrap recycler caused a crash if no metal storage.
- Fix: Pirates could spawn when in builder mode!
- Fix: Shields not bouncing scrap due to incorrect speed check.
- Fix: Couldn't unpause with space, in a certain load from game state.
Just a little update for this build - Droids will now salvage derelicts for scrap (if no scrap already within range). Have also updated demos to bring them up to date. On to leaks, fires and more pirate damage next i think! Nick
First go at a method of collecting scrap using our existing droids. As part of hauling job type droids will go and grab scrap (within battery range) and take to an empty salvage depot.
- Droids haul job now includes scrap (after ore).
- Improvement: Scrap being hauled (or tractor beamed), now pass over your station. Think this helps a lot and makes more sense. Also for meteroids being tractor beamed,.
- Improvement: Lasers no longer target scrap that isn't moving. Makes more sense if not a threat and can now be collected. Droids only collect non moving scrap.
We now have derelicts that may be found in your station vicinity. These can be processed by the scrap recycler if close enough (much like the mining laser and proximity to asteroids). I do want to expand this though (I'll be creating a post about derelicts). Oh and I have added a salvage scenario to explore this. Deep Space Outpost is also now available for Linux. Note this game is built with GameMaker, which states - "Ubuntu 16 or later is required. Other distros can usually run the games GameMaker generates with no issues, but we only state support for Ubuntu". So do try the demo first! If you have issues with the demo running, send me the error log and i can look into it. As i've been testing on a laptop with ubuntu, which had a 16:10 screen, i've put in an improvement for that as well, so game should run with correct aspect ratio. Full change notes:-
- Derelict and salvage scenario addition.
- Linux support.
- Support for 16:10 monitors.
- Can use +/- on keyboard, not just number pad.
- Added some lightning effects to storm.
- A few random bits of scrap and meteoroids can exist on start.
- Fix: Tractor beam stats using ScrapCaptured Not MetorCaptured for scrap.
- Fix: Shields not targeting scrap/meteors, due to last update, have added toggle like laser turrets.
- Fix: Station Builder couldn't delete placed droids.
New combat scenario to play with. A number of pirates will attack your station after a brief build period. Number of pirates and attack time dependent on the starting seed. May want to use a saved station depending on the seed, as the pirates can start attacking quite soon. Pirates should also behave better, as now they have a greater number of potential targets and they generally go for the higher priority targets (defenses, and i've added solar items now). Oh and can now hold left mouse to select multiple floors/walls/solar panels/turrets and can repair whole selection. As i've removed the hold lmb to grab camera, moving mouse cursor to edge of screen now moves camera. Full change notes:-
- Combat scenario added.
- Pirates now use a priority target weighted chance method.
- Pirates now target more items (solar panels, connectors, tractor beams, walls)
- Can now multiselect structures/turrets to repair all.
- Cursor at edge of screen moves camera.
- Fix: Remove unreachable fix and build job messages quicker.
Just a little update with a couple fixes and to test an update with steam extension i'm using still works! Demo also updated :o)
- Fix: Shields broke in last release (due to turret tracking and laser changes).
- Fix: Check for hull breach only if floor one side of a wall and space the other.
Scrap recycler has now been added. Scrap from destroyed pirates can now be grabbed by tractor beams and placed in salvage depots. Scrap recycler will then process scrap into metal, much like the mining laser and captured meteoroids into ore. Lots of little fixes as well (thanks for all the bug notifications over last week, has helped a lot!), full patch notes:-
- Scrap recycler added. Tractor beams now grab scrap as well as meteors.
- Laser turrets can now have meteoroid/scrap targeting disabled.
- Few optimizations - overlays, O2 balancing.
- Should now be able to build outside items next to in use salvage depots (as long as meteor not protruding).
- Tractor beams can now move captured items over in use salvage depots without collision.
- Fix: Shields sometimes wouldn't turn off after pirate attack.
- Fix: Droid control UI, may show blank after new load (not resetting list).
- Fix: Droid control follow - Not turning off on deselect. Adjust camera on follow when 1440 and 125% scaling correctly.
- Fix: Crash using low gfx mode setting, on sandbox or scenario with asteroid belt.
- Fix: Was no limit on zoom in level.
- Fix: Could build structures where trader docked.
Little Saturday update, as spotted a couple of bugs that should have been fixed in last release. Oh and shields now reduce damage from pirate attacks, so now they are more useful!
- Shields now reduce pirate laser damage if laser crosses shield area.
- Pirates will now target shields.
- Fix: Cant build where a trader is docked.
- Fix: Update trader dock area correctly for outside items.
- Fix: Turret damage not being removed when pirate destroys laser.
We now have pirates that will make attacks on you space station! How frequent is based on difficulty, defenses, if your trading beacon is on and if a trader is nearby. Quite basic in the pirates attack at the moment (lasers, mining droids, traders), but the functionality is there now for me to easily add targets as i add pirate damage to walls/items. And to change pirates abilities. Also have a new scrap/debris space item to watch out for. These are generated via destroyed ships, turrets (and future destroyed structure/items). Currently they act as just something that can damage your station. But in the future this will be a resource to capture and process into metal. As it's been a few weeks since last update, quite a fixes and improvements as well. Full change notes:-
- Pirate attack event added.
- New scrap space item.
- Optimize turret detection of meteoroids.
- Optimize meteoroid collision checking.
- Improve droid repair job checking (cancels movement).
- Fix: Few issues with placing saved stations into scenarios (wrong dock positions, time system, storage capacities).
- Fix: Saved games difficulty modifiers not saved.
- Fix: Asteroids belt on/off not being saved.
- Fix: Particles being drawn to pause screen.
- Fix: Incorrect particle system use by asteroid belt.
- Fix: Trading screen could buy ore, even when destinations in use.
- Fix: Trading screen now shows n/a on ore trade if no source/destination available,
Just a few fixes and improvements, mainly just to bring the demo version up to date.
- Droid control panel now has ability to alter charge level for each droid (droid maintenance required).
- Tutorial expanded.
- Refinery has bigger ore capacity.
- Optimize unconnected station structs removal, more now removed if not needed (still a bit more to do here).
- Low gfx mode now just stops asteroid belt movement and reduce particle count.
- Fix: Background space clouds flickering in some instances (finally i hope!).
- Fix: Droid control panel not updated correctly on load when previous state had same droid count.
- Fix: Droid info panel should display correct droid number after loading.
- Fix: Cant delete airlock whilst trader docked.
- Fix: Trader dock area displayed incorrectly when airlock not valid.
- Fix: SFX from previous save restarting briefly on another game load.
Can now load and place stations built in the station builder into scenarios (under a set metal cost, have at least a computer, droid(s) and metal storage). I will add this option to sandbox mode, but wanted to get an update out as several fixes and improvements.
- Scenarios - can now load valid saved stations created in station builder.
- Now showing no build zone and asteroid capture areas on station placement.
- Now showing asteroid capture zone, with any related item selected (salvage depot, mining laser, tractor beam).
- Fix: Tractor beam pulling asteroids from belt when in construction, and checking for any free salvage depots (use range).
- Fix: Trader ship not aligned correctly on dock.
- Fix: Items outside station (turrets), could be built in no build areas.
- Fix: Alarm SFX not stopping on game quit.
Have added a station builder mode. Just a freeplay mode where you can design you space station with unlimited funds and no dangers or objectives. Can load/save these with the idea that you'll be able to load these station into certain scenarios/sandbox.
- Station builder added (with load/save).
- Droid count added to droid UI.
- Fix: Droid follow make consistent distance under droid UI.
- Fix: Allow robot/item selection if tutorial/trade board showing.
- Fix: Audio positioning on load.
- Fix: Door/Airlock replacement with Floor/Wall cost calculation.
- Fix: RemoveUnconnectedStructs not checking floor tilemap.
The much requested Droid Control UI panel has been added. Currently i've added the button to the game control bar, clicking it popups up said window, where all droids can be switched between and settings altered. Just the current droid settings there at moment (job priorities, repair item %, dismantle and fix), although have added a follow toggle to find current droid selected. More additions will be incoming. Several fixes and improvements as well. Full change notes:-
- Droid control UI added.
- When trader bot is shipping ore, message displayed in trade board (why cant trade ore as bot in use).
- Improved trader ship gfx (now has a loading ramp, droids pass over).
- Fix: Crash on lmb held on droid priorities (introduced in v0.1.0.26).
- Fix: On load mining laser missing target id.
- Fix: On load trader ship lost dock id.
- Fix: On load droids at same location counted as duplicate.
- Fix: Trader ship sfx not stopping on pause.
A few improvements to trading and some fixes.
- Ore can now be traded. As this is a resource that needs hauling, have added a trader bot, that will do the hauling to/from ore store as required.
- Trading buttons can now be held down to speed up selection time.
- Fuel cell now outputs some waste water.
- Fix: Some load/save issues with Trader.
- Fix: Droids lost their paths on pause (introduced in 0.1.0.22) - doh!
Water resource has been added. The Refinery now has a setting to alter the output ratio between fuel/air and water. Water storage has been added to store this new output, plus water has been added to the trading board. Also have a new trading scenario, where you need to sell this water. Scenario progress now shows in scenario info popup and pause menu. Several fixes and improvements as usual. Full change notes:-
- Water addition. Refinery now has controls to allow fuel/air, water output ratio.
- Can hold lmb on these settings to now make setting faster (also with droid fix setting).
- New water storage item.
- New trading scenario added. Info on scenario progress in pause menu and scenario info popup.
- New fuel cell graphic - bit more interesting.
- Fix: Some 125% scale position issues (droid progress, tooltips)
- Fix: Droid cancel job not unsetting repairing setting on items/structures.
- Fix: Some messages not being removed on item destruction.
- Fix: Destruction of miner not removing landing pad.
- Fix: Droid power reduction in low power mode could go negative.
- Fix: Deleting ore storage not updating main storage HUD.
Just a Friday round up of improvements and fixes, folks.
- Trading info added to help.
- 125% text scale now available at 1080.
- Increased metal output from refinery.
- Reduced wear on items. Chance and Difficulty modifiers.
- Item building now doesnt unselect current item automatically (so now same as structure building).
- Low gfxmode now disables gas cloud shader, to use sprites. If you were getting gas cloud glitches (possibly only nVidia), try this option.
- Fix: Deleting large areas unintentionally due to camera/cursor drag issue.
- Fix: Fullscreen now forced if you're at max screen resolution.
- Fix: Floor area build wasn't deleting doors fully.
Trading mechanism has been added. The station computer now has a trading beacon switch, that once enabled will signal that trade ships can dock (Note: an airlock with sufficient docking space must be available). Once a trader docks, air/fuel/metal can be traded at the buy/sell price. You have to have a positive amount (green) for the transaction to be accepted. Lots more to add/alter with this, i'll drop a post in discussions to talk further about this. Taken a bit of time for this update, as also discovered several bugs that needed fixing. Mainly with load/save files, which not noticeable generally, but needed fixing. Full change notes:-
- Trading added (trader ship / barter board / station computer beacon / airlock update).
- Multiple turret power off now only gives one message.
- Fix: solar panels/connect build not testing for turrets.
- Fix: Clear all selections on info close.
- Fix: Duplicate turrets loading/saving. Fix prev save files on load.
- Fix: Turret damage not removed on loading in-game.
- Fix: Message board clearing fully on loading.
- Fix: Message board updating on loading.
- Fix: Update sprite load/save method for sprite changes.
New scenario addition - Survival! How long can you last?! It's quite basic at the moment, but i thought i'd release this update to get some feedback. It will definitely need some tweaking. I'm also working on some additional threats that will add variety, but not quite ready yet. Few other little fixes/improvements, full list:-
- Survival scenario added.
- Scenario seed now alters difficulty (like sandbox) so more variety.
- Meteor speed now makes a difference in terms of damage.
- Meteor speed added to custom difficulty settings.
- More information on droids added to help.
- Fix: Turrets didnt check for asteroids on placement.
Little update to start the week. Was a bank holiday here in the UK last Thurs/Fri so only a couple additions and fixes.
- 4k added to resolutions for testing.
- Can now click large asteroids and info window show ore level (note old save files will not show correct level).
- Didn't mention that mining lasers now have a cooldown - this is now reflected in their status if highlighted.
- Build text add external placement (lasers/shields/tractorbeam/salvagedepots) and range (mininglaser/tractorbeam).
- Fix: Storage GUI slightly larger size, centered and deal with large values.
- Fix: deconstruct salvage depot now clears any captured asteroids.
- Fix: robot path function test passable as well as distance for unreachable message.
- Fix: Potential crash if deleting droid maintenance and droid assigned.
Ok, main addition with this update is that you can now choose your start location (in scenario), and have large static asteroids across the map (and not always an asteroid belt). Mining lasers can now mine directly from large asteroids. Full info:-
- Choose start location on scenario start.
- Mining laser can target large asteroids
- Random large asteroids across map (scenario and sandbox)
- Now have an initial zoom (in - sandbox, out - scenario), so can see the full play area.
- Tutorial expanded to cover all items.
- Fix: Mining laser range center wasn't correct on selection (previous fix was on build).
- Fix: Structure update was waiting for external items to be built, which isn't required.
Now have a first scenario available. Just a basic first mission (mining), but framework is now there so i can add more easily. Along with a seed setting ability, so can play the same or different versions of the mining mission. This will make things a lot more interesting when more events get added. Full update info:-
- Mission 1 mining scenario added. Seed set abillity.
- Remove unconnected structs improvement.
- Droids can now have their repair setting altered (default is to repair when structures/items reach 75% health, can now set per droid)
- Optimisation of structure update (reduce droid calls).
Mainly further optimisations for those that were getting some stuttering and frame rate issues when your station was getting large.
- Optimise turret meteor detection.
- Optimise droids charge location search.
- Mining laser range indicator now correctly positioned.
- Now cant build too close to edge of map.
- Fix for solar panels/connectors being considered walls when checking internal space.
- Increased metal production ratio.
Another bug fix and optimisation roundup,
- Fix issue with items being destroyed (via meteors) led to a crash.
- Optimise droids job checking and path testing logic. Also check droid maintenance status when in charging, repairing or deconstruct job.
- Optimise meteor collision logic and bug where occasionally would get stuck together.
- Some fixes with loading (jobs weren't cleared and some graphical issues).
- Some sound fx, fixes.
Deep Space Outpost
Niris Games
Niris Games
2022-05-06
Strategy Singleplayer EA
Game News Posts 110
🎹🖱️Keyboard + Mouse
Positive
(13 reviews)
https://niris.co.uk/games/deepspaceoutpost.html
https://store.steampowered.com/app/1712110 
[30.66 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Deep Space Outpost is a sci-fi base builder with resource gathering and base management. Create your space station, mine asteroids for resources and make your mission a success.
Features:-
- Build your own space station tile by tile. Start with a small startup craft and expand to achieve your mission.
- Current game modes:- sandbox, several scenarios and station builder.
- Gather resources by mining asteroids or capturing passing meteoroids/scrap. Refine into building materials, water, fuel and oxygen.
- Manage your power production and usage. Watch out for solar storms and electrical damage.
- Build defense turrets to protect your station from space threats such as pirates and meteoroids.
- Trade resources by bartering with passing trader ships.
- Job management - Prioritize worker droids to repair, build, transport or deal with emergencies.
We want to expand this list greatly, take a look at the Early Access section for details of our roadmap and Steam discussions to see what we're currently working on.
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