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Features
Features
Bugfixes
Features
Features
New Features
1.1.0 is our first content update for WarVector! It features a ton of new items and bugfixes. Note: This update is incompatible with earlier game saves.
The first content update for WarpVector will introduce a slew of new items!
One of the key features of roguelikes is resource management. In this tradition, WarpVector captains will be able to find useful consumable capsules on alien planets, in the cargo holds of defeated enemies, and even available for purchase from merchants.
These capsules have no mass, and provide a valuable boost to ship systems when used. You can activate capsules to instantly overcharge your shields, deploy a swarm of hull-regenerating nanobots, or even trigger truly anomalous effects!
Gameplay Changes
We're excited to announce that WarpVector has been released! Check out the WarpVector Steam page for more info. We'd also love to hear about your experience with the game and any feedback or suggestions you might have. You can post on the discussions page or join the Forbidden Realm Simulations Discord server.
Before WarpVector's release tomorrow, we wanted to share one of the key game mechanics: shipboard combat.
Players have the opportunity to board enemy craft in order to gain control of their ship. One way to initiate a boarding aciton is to matching the position and velocity of an enemy ship, as shown in the screenshot below. There are also some items, such as the Quantum Breach Gateway, that can be used to initiate a boarding action from afar once a ship's shields are down.
Once the boarding party reaches the enemy ship, they will engage in shipboard combat with the enemy crew. Each turn, the progress of the battle will be printed in the combat log at the bottom of the screen. The player's boarding party must either kill or force the crew to surrender in order to commandeer the ship. Once commandeered, a ship can be given orders using a Comlink just like any other ally. However, in order to warp a commandeered ship out of the system, you will need to pay a fee representing the costs of refitting the ship for long-term use.
But the danger doesn't stop there: enemy ships might also attempt to board the player's ship, forcing the player to defend their own crew in a battle for survival!
We're excited to see how players will approach this new system and use it in combination with other weapons like tractor beams, ion cannons, and the Precursor purification ray.
Escape pods are an iconic trope in science fiction space battles. However, it can be challenging to add escape pods into games in a way that feels immersive, fits in to the game mechanics, and leads to fun gameplay. This devlog explains the escape pod feature we've recently added to WarpVector and how it builds on the existing navigation and ship-to-ship mechanics.
Once your ship is equipped with an escape pod, for example by purchasing one at a space station, you can launch it at any time. The escape pod becomes the player ship, and any remaining crew will continue operating your original ship. Unlike most other ships, escape pods have no weapons, shields, or maneuver capability. However, they do contain a comlink which can be used to issue orders to allied ships, as shown in the screenshot below.
If you order an allied ship to rescue you it will attempt to come to the escape pod's location and match its velocity. (Escape pods are launched with zero velocity relative to the star system for simplicity and in analogy to lifeboats at sea.) The rescuing ship will then become the player ship and you can continue your exploration of the galaxy.
However, if an escape pod is not rescued within a certain number of turns, its life support systems will be exhausted and its passengers will perish. This ensures that when stuck in an escape pod with no chance of rescue, the player does not get stuck in a situation where there is no chance for advancing the game.
The most complex aspect of implementing this escape system was the AI navigation logic for rescuing escape pods. The AI-controlled ships use the same maneuver mechanics as the player ship and so the AI must consider, for example, how much energy must be saved in order to decelerate when approaching an escape pod.
Because they build on existing game mechanics, escape pods can open the door to interesting emergent gameplay. For example, suppose a Khanate frigate disables your engines with an ion cannon, leaving you hurtling towards a black hole. In desperate situations like this, an escape pod can give you some options to use as a last resort when all else fails.
This devlog offers a glimpse of our new system for generating galaxies, and the new galactic map view that lets you chart your course to the Orbitron Device! Each game of WarpVector takes place within a single galaxy, which is a 5x5 grid of star systems. Systems come in various types:
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