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I'm excited to bring you a nice big patch for you space game lovers. Interstellaria is, and always will be, my baby and I just can't walk away from it. I have a huge vision for what I wish Interstellaria could be - and until I can see that vision come true I'll keep slow-boating updates to this game where I can. This patch covers several things:
Good evening, Captains. I come to you with a meaty update. This is the second in a series of a planned patches that will address critical bugs and playability issues. With the Coldrice Games discord in full swing, I have been able to continue to push on development for the game with updates to the optimizations of the game as well as several quality of life needs. I have some new smaller projects on the horizon as well which I hope will bring in funds to further push Interstellaria. Without extra comment, I will also add that Interestellaria is no longer being published by Chucklefish. WHATS NEW
Holidays are over, back to work! I have a few minor bugs to clear up from the last patch. More as time goes on. -Fixed a bug where png/sprites weren't loading from mod folder -Fixed a bug where the stats of a crewmen were being swapped in the UI -Fixed a bug where tooltips were displayed for ships not on screen
I bring to you the first of a series of patches for Interstellaria. This initial patch will allow for the basic modding and editing of the game, as well as several critical bug fixes. I set out updating interstellaria for the first year and a half after release. Sadly, the games faults were too much and it didn't perform very well. I was not generating income to continue work in game development, and I had to instead focus on my full time job. I had failed, and was considering giving up. I put together some little small demos here and there to try to get back into game development, but ultimately was not hopeful in securing funds. Surprisingly I had been contacted a few times the last update here and there by people who did love the game. I appreciated that despite its many flaws, they enjoyed the experience. Its because of you I began working on a new project (which is still very early in development) as well as "slow boating" updates on Interstellaria, much of which involved overhauls of deep outdated systems. This patch, and future patches, are for those fans who appreciate the universe I built and honestly inspired me to try again. NEW -MODDING - all items, ships, races, weapons, traits, and enemies are editable via XML. You can either directly edit them, or place an edited copy in the "mod" folder and it will automatically load. placing PNG's in the mod folder will also be loaded at run time for custom graphics. -Added a popup when you try to travel, and you don't have navigation manned or engines with energy -You can now equip items, use medpacks, etc... regardless of how close you are to the ship -Crewmen harvesting resources will now automatically return to the ship when none exist -The game will give percentage update while loading a level -Updated the tutorial text -Increased the EXP gains from crew using stations -added a slight "background" to tiles to give resources, stations, etc.. a more background appearance -Added new "frame" graphics similar to orginal UI -Did more to prevent the UI from overlapping when it shouldnt -Sped up map travel -Added some Effects with the ui -The game alerts you when you pick up items during combat -Reloading option added to crewmen controls, where a crewmen will reload, and come back to where they were -Changed some of the placement of text alerts -Text alerts will now time out on their own -Adjusted/added/removed various alerts in the game -Adjusted the cost of hiring crew -Crewmen now move quicker -NPC's with no use are darkened and places in the background -Updated the way resolutions are handled in game to prevent cutting off the UI at certain resolutions. Also supports those users who are editing the resolution manually in the settings file -Removed some stat tracking features of the game -Adjusted collision -adjusted the spawn rate and speed of enemy ships BUGS FIXED -Fixed a bug where the game generates an infinite number of items -Fixed a bug where the "dino" kill didn't register for the mission -Fixed a bug where the oloke quest didn't trigger properly -Fixed a bug where a crewmen would arrive at a resource, animate that its harvesting, but actually do nothing and be stuck -Fixed a bug where you couldn't land on asteroids -Fixed a bug where you couldn't land on abandoned stations -Fixed a bug where Equipped guns sometimes show up blank -Fixed a bug where you can click the minimap through the trade screen -Fixed a bug where the pause button was clickable through the UI -Fixed a graphical issue on sakari windows -Fixed a bug with hot keys triggering while typing in names -Fixed a bug where closing a menu also deselects your current crewmen -Fixed a bug where the "no power" text would persist -Fixed a bug where the game would crash if it can't find the correct dialogue -Fixed a bug where station icons were visible through menus -Fixed a bug where repair sounds didn't trigger, or triggered too many times -Fixed a bug where repair plates didn't work -Fixed a bug where sometimes hiring didn't work -Fixed a bug where the game would crash while a crewmen was fighting, but then boarding the ship -Fixed a bug where flying enemies didn't properly collide ceilings -Fixed a bug where drop points on new Terra didn't trigger -Fixed a bug where crewemen wouldnt spawn on the station they were using when you load a game -Fixed a bug with giant enemies and the way they attack -Fixed a bug where the starmap moves around while using other parts of the UI -Fixed a bug where you could click the "land" button through the UI
Only some bug fixes for today! -fixed issue where menus could go up past top of screen -fix an issue where items could stack more than their max stack -fixed and issue where clicking menu buttons didn't close that menu -fixed a bug where releasing shift when naming a ship or a crewmen will cause a double letter to show up -slightly adjusted the efficiency of pathfinding in preparation for a future update -fixed a bug where items might be invisible when selling a ship, making it unclickable/usable
Only some bug fixes for today! -fixed issue where menus could go up past top of screen -fix an issue where items could stack more than their max stack -fixed and issue where clicking menu buttons didn't close that menu -fixed a bug where releasing shift when naming a ship or a crewmen will cause a double letter to show up -slightly adjusted the efficiency of pathfinding in preparation for a future update -fixed a bug where items might be invisible when selling a ship, making it unclickable/usable
It's been worth the wait folks! Promise! new Interstellaria patch is live!
The new UI should be a LOT easier to work with for everyone. Things are much more clear, multiple menus can be opened at once, and more importantly the UI behaves better with different resolutions than the previous version.
In addition to the new UI, there should be a few new NPC's to talk to, some new items hiding throughout the game, as well as a new ship purchasable early on. It's all very exciting!
As the developer I would also like to address and apologize for the length of time it took to complete the patch. A lot of people are surprised to discover that Interstellaria is a solo dev project - just me (coldrice). As you can imagine, there is a LOT that goes into a game, and that's a LOT being done by a single person. I work a regular full time job and support a family as well as making games, so my progress is not quite as fast as bigger teams. It's not an excuse however! It just means it takes me a bit longer to get things turned around to where I want it. I make Interstellaria because I love Interstellaria, not really for any other reason.
An additional factor to the delay is the extent of the update. The original plan was a superficial/readability update for the UI. Instead, the entire UI system was taken out and replaced with something far more flexible. This should make it easier to extend, or if needed easier to remove bugs. Hopefully you guys like it!
Thanks for holding on guys!
It's been worth the wait folks! Promise! new Interstellaria patch is live!
The new UI should be a LOT easier to work with for everyone. Things are much more clear, multiple menus can be opened at once, and more importantly the UI behaves better with different resolutions than the previous version.
In addition to the new UI, there should be a few new NPC's to talk to, some new items hiding throughout the game, as well as a new ship purchasable early on. It's all very exciting!
As the developer I would also like to address and apologize for the length of time it took to complete the patch. A lot of people are surprised to discover that Interstellaria is a solo dev project - just me (coldrice). As you can imagine, there is a LOT that goes into a game, and that's a LOT being done by a single person. I work a regular full time job and support a family as well as making games, so my progress is not quite as fast as bigger teams. It's not an excuse however! It just means it takes me a bit longer to get things turned around to where I want it. I make Interstellaria because I love Interstellaria, not really for any other reason.
An additional factor to the delay is the extent of the update. The original plan was a superficial/readability update for the UI. Instead, the entire UI system was taken out and replaced with something far more flexible. This should make it easier to extend, or if needed easier to remove bugs. Hopefully you guys like it!
Thanks for holding on guys!
I'll keep it short and sweet for ya'all - new beta build uploaded! Should address a large swath of issues people found in the previous build. This also brings us incredibly close to deployment! Hooray! If you're eager to try out the new UI you can opt into the beta at any time from your steam library. PLEASE BE AWARE - opting into beta can have your settings or save files DELETED. I would recommend either backing up your save files if you are interested in trying the new build!
I'll keep it short and sweet for ya'all - new beta build uploaded! Should address a large swath of issues people found in the previous build. This also brings us incredibly close to deployment! Hooray! If you're eager to try out the new UI you can opt into the beta at any time from your steam library. PLEASE BE AWARE - opting into beta can have your settings or save files DELETED. I would recommend either backing up your save files if you are interested in trying the new build!
For those of you guys who have been waiting for an update - well it's here! There is a new beta build uploaded and ready to test. You can opt into beta at any time. BE WARNED - OPTING INTO BETA MAY WIPE YOUR SAVE FILES!! There is a slew of bug fixes, as well a few new features. There is still more underway, but it should feel a lot more stable than the previous build. Apologies for the delay, between a few game development related events stretching from FEB - MAR it was difficult to get anything uploaded to you guys!
For those of you guys who have been waiting for an update - well it's here! There is a new beta build uploaded and ready to test. You can opt into beta at any time. BE WARNED - OPTING INTO BETA MAY WIPE YOUR SAVE FILES!! There is a slew of bug fixes, as well a few new features. There is still more underway, but it should feel a lot more stable than the previous build. Apologies for the delay, between a few game development related events stretching from FEB - MAR it was difficult to get anything uploaded to you guys!
Coldrice here! I wanted to fill everyone in on the progress towards the next Interstellaria patch. Last update I mentioned it'd take a while. It's actually taken longer than expected. Let me fill you in on why, and how to test it today!
Originally the next patch was planned as a UI reskin, and focus a bit more on other areas. As we began delving into the reskin we instead decided to TOTALLY renovate the UI and the way it functions. This renovation should allow for easier and more intuitive use AS WELL as making bug fixes and future additions a lot easier. I am very excited with how things have progressed on the coded end of things with the new UI. Due to the scope of doing this, it has taken a number of months... but we're almost there!
So much more information in a much more simple format. Windows can be dragged, and multiple windows open at the same time. So many more neat additions that can't be listed here, but will be listed when the patch finally goes live!
If you're not wanting to wait, and are interested in trying it NOW NOW NOW it's actually already been live on the beta branch! You can right click "Interstellaria" in your library and then hit "properties." from there hit the betas tap, and swap to beta branch from there.
-WARNING-
-WARNING-
Opting into the beta WILL delete your save files! You can drag your saves out of their folder, and then back in, if you'd like though.
-END WARNING-
-END WARNING-
Coldrice here! I wanted to fill everyone in on the progress towards the next Interstellaria patch. Last update I mentioned it'd take a while. It's actually taken longer than expected. Let me fill you in on why, and how to test it today!
Originally the next patch was planned as a UI reskin, and focus a bit more on other areas. As we began delving into the reskin we instead decided to TOTALLY renovate the UI and the way it functions. This renovation should allow for easier and more intuitive use AS WELL as making bug fixes and future additions a lot easier. I am very excited with how things have progressed on the coded end of things with the new UI. Due to the scope of doing this, it has taken a number of months... but we're almost there!
So much more information in a much more simple format. Windows can be dragged, and multiple windows open at the same time. So many more neat additions that can't be listed here, but will be listed when the patch finally goes live!
If you're not wanting to wait, and are interested in trying it NOW NOW NOW it's actually already been live on the beta branch! You can right click "Interstellaria" in your library and then hit "properties." from there hit the betas tap, and swap to beta branch from there.
-WARNING-
-WARNING-
Opting into the beta WILL delete your save files! You can drag your saves out of their folder, and then back in, if you'd like though.
-END WARNING-
-END WARNING-
Very excited to bring you guys another build. Remember, I do my best to read/consider feedback regularly so don't be afraid to post in the steam forums! I may not be able to implement all ideas due to conflicts, scope, or balance, but I do read them all! PLANET PROGRESS SAVE/RESPAWN -This is a bit more of a bigger mechanic. Levels you visit will now stay saved for 20 minutes, and will respawn after that. It may increase in the future, but I'd like to see it played first before I change it. NEW CREW GUNS -Bashien Flash Gun -Suna Seed Dart -Kaidun Dynamite -Kursha Stun Prod Several maps will change over time now, with more to come. New Random Event The prices of all the crew guns have been adjusted Pathfinding should feel a lot "quicker" --BUGS FIXED-- -Fixed a game crash in a human space encounter -Fixed a bug where ships would "flip" nonstop during combat -Fixed a bug where crew would try to face an enemy on a ledge and then fall off it -Fixed a floating resources -Fixed a bug where crewmen would not be entertained by leaving the ship Now what is to come: There will be a slight gap in updates in the next month with some bigger things on the horizon, so I wanted to warn the players ahead of time! *I have additional content which I am very excited about, but do not want to itemize here until it's complete. *New/Shorter Tutorial *Overhaul of UI It is mostly UI and Tutorial will take a bit longer than past updates. It's asked about a lot, and it's just one of those things that is a bit more time consuming but has been on our radar!
Very excited to bring you guys another build. Remember, I do my best to read/consider feedback regularly so don't be afraid to post in the steam forums! I may not be able to implement all ideas due to conflicts, scope, or balance, but I do read them all! PLANET PROGRESS SAVE/RESPAWN -This is a bit more of a bigger mechanic. Levels you visit will now stay saved for 20 minutes, and will respawn after that. It may increase in the future, but I'd like to see it played first before I change it. NEW CREW GUNS -Bashien Flash Gun -Suna Seed Dart -Kaidun Dynamite -Kursha Stun Prod Several maps will change over time now, with more to come. New Random Event The prices of all the crew guns have been adjusted Pathfinding should feel a lot "quicker" --BUGS FIXED-- -Fixed a game crash in a human space encounter -Fixed a bug where ships would "flip" nonstop during combat -Fixed a bug where crew would try to face an enemy on a ledge and then fall off it -Fixed a floating resources -Fixed a bug where crewmen would not be entertained by leaving the ship Now what is to come: There will be a slight gap in updates in the next month with some bigger things on the horizon, so I wanted to warn the players ahead of time! *I have additional content which I am very excited about, but do not want to itemize here until it's complete. *New/Shorter Tutorial *Overhaul of UI It is mostly UI and Tutorial will take a bit longer than past updates. It's asked about a lot, and it's just one of those things that is a bit more time consuming but has been on our radar!
First, thanks to everyone who stopped by our display at PAX in Seattle last weekend! It was great to be able to talk to players in person as well as show the game to new people. Don't worry, it wasn't all play time. I have some new things for everyone!' --NEW-- -All crew guns have been "normalized" to match the game progression. This means that many weapons had their damage output reduced, some increased, and many didn't change. -Re-balanced the costs of ships, and some stations -Crewmen will continue traveling to a point instead of stopping/going when you click the same point multiple times -Reduced the chance to get items from destroying enemy ships -Adjusted the chance to have stations damaged, fires, or hull leaks -You now travel faster on the star map -Added an Anoa Long Gun -Guns use their bigger sprite when being purchased --FIXED-- -Fixed a bug where hotkeys were enabled while renaming ships or crew -fixed a bug where installing guns could cause a crash -Fixed enemy ship repair rates being WAYYY too fast -using your scroll wheel to toggle through your ships should no longer freak out when said ship is also shaking from an attack -Disabled fast forward when taking off, should curb most issues with taking off and automatically responding "yes" to leaving crew behind
First, thanks to everyone who stopped by our display at PAX in Seattle last weekend! It was great to be able to talk to players in person as well as show the game to new people. Don't worry, it wasn't all play time. I have some new things for everyone!' --NEW-- -All crew guns have been "normalized" to match the game progression. This means that many weapons had their damage output reduced, some increased, and many didn't change. -Re-balanced the costs of ships, and some stations -Crewmen will continue traveling to a point instead of stopping/going when you click the same point multiple times -Reduced the chance to get items from destroying enemy ships -Adjusted the chance to have stations damaged, fires, or hull leaks -You now travel faster on the star map -Added an Anoa Long Gun -Guns use their bigger sprite when being purchased --FIXED-- -Fixed a bug where hotkeys were enabled while renaming ships or crew -fixed a bug where installing guns could cause a crash -Fixed enemy ship repair rates being WAYYY too fast -using your scroll wheel to toggle through your ships should no longer freak out when said ship is also shaking from an attack -Disabled fast forward when taking off, should curb most issues with taking off and automatically responding "yes" to leaving crew behind
Here's the low down for what's new! -NEW- -Quest log now starts at the most current quest item -Crew hunger/sleep/bored cooldowns have been extended. As a result they take longer to need food or sleep or entertainment. -As a result of the above fix, medical stations heal slightly faster -new trait - radioactive (turns your crewmen green, very very slightly damages a crewman sometimes) -new Lighting bolt gun, somewhere out there -Other crew will come to the aid of a crewmen in combat within 2 or 3 tiles, unless being specifically moved by the player -Mouse wheel support added for the various menus. Everything should work smoothly, but if I missed anything let me know. -FIXED- -Fixed a bug where enemy ship armor repair amounts were much too fast/high -Escape now closes menus properly -Fixed a bug where sell all sold all but 1 -Nano pods should no longer continue while paused - Fixed a visual bug with boarding ships -Fixed a bug where, on Trenzalore, a single rank insignia was floating around -Cargo pods no longer overlap each other causing issues. -You should no longer get popped out of your ship when a ship station is on the edge of the ship -death beams should no longer be mislabed when they drop off an enemy ship
Here's the low down for what's new! -NEW- -Quest log now starts at the most current quest item -Crew hunger/sleep/bored cooldowns have been extended. As a result they take longer to need food or sleep or entertainment. -As a result of the above fix, medical stations heal slightly faster -new trait - radioactive (turns your crewmen green, very very slightly damages a crewman sometimes) -new Lighting bolt gun, somewhere out there -Other crew will come to the aid of a crewmen in combat within 2 or 3 tiles, unless being specifically moved by the player -Mouse wheel support added for the various menus. Everything should work smoothly, but if I missed anything let me know. -FIXED- -Fixed a bug where enemy ship armor repair amounts were much too fast/high -Escape now closes menus properly -Fixed a bug where sell all sold all but 1 -Nano pods should no longer continue while paused - Fixed a visual bug with boarding ships -Fixed a bug where, on Trenzalore, a single rank insignia was floating around -Cargo pods no longer overlap each other causing issues. -You should no longer get popped out of your ship when a ship station is on the edge of the ship -death beams should no longer be mislabed when they drop off an enemy ship
Thought I went quiet? No way! Just working hard. There are some really cool things on the horizon!
--NEW--
-Add the option to buy/sell from your fleet inventory when on planets
-Added the ability to equip items from your away mission cargo while in space for both your crew, and your ship
-Reduced the amount of shields/armor repaired by engineering stations
-Adjusted some travel speeds of enemy ships
-You no longer have to exit menus fully to go to the next menu, and instead hotkeys will swap instantly from one menu to the next. It's quite... pleasing.
--FIXED---
-Fixed a bug where space bullets or bad ship conditions would still work while the game was paused
-Fixed a crash for when you're deleting a game
-Fixed a bug where entertainment station 3 was using the wrong sprite on install
-Fixed a few bugs with the enemy ship AI, including the ships leaving the combat map
-Fixed an issue with some stations clipping the floor
-Iraelas no longer loses the gun she is given
-Fixed a few issues with event text
-Fixed a large number of typos
-Fixed a bug where your clone would say it survived (it didn't)
-Reduced the chance to get the trait "hipster" by a lot
-Fixed a bug where you could rapid click "buy" on ships in the shipyard and have more than 5 ships in your fleet
Thought I went quiet? No way! Just working hard. There are some really cool things on the horizon!
--NEW--
-Add the option to buy/sell from your fleet inventory when on planets
-Added the ability to equip items from your away mission cargo while in space for both your crew, and your ship
-Reduced the amount of shields/armor repaired by engineering stations
-Adjusted some travel speeds of enemy ships
-You no longer have to exit menus fully to go to the next menu, and instead hotkeys will swap instantly from one menu to the next. It's quite... pleasing.
--FIXED---
-Fixed a bug where space bullets or bad ship conditions would still work while the game was paused
-Fixed a crash for when you're deleting a game
-Fixed a bug where entertainment station 3 was using the wrong sprite on install
-Fixed a few bugs with the enemy ship AI, including the ships leaving the combat map
-Fixed an issue with some stations clipping the floor
-Iraelas no longer loses the gun she is given
-Fixed a few issues with event text
-Fixed a large number of typos
-Fixed a bug where your clone would say it survived (it didn't)
-Reduced the chance to get the trait "hipster" by a lot
-Fixed a bug where you could rapid click "buy" on ships in the shipyard and have more than 5 ships in your fleet
Another one that took a little bit more time to get life. Stepping into August I'll be evaluating a lot of the suggestions from the forums and see what is possible/probable to implement. No promises!
--NEW--
-A few slight tutorial Adjustments
-new battle stations option! Toggle this to give important crewmen a job to snap to when combat begins in space.
-Improved combat AI framework - only a basic AI is in, racial AI will follow soon
--FIXED--
-Fixed bug where InternetJanitor lagged the game
-Fixed bug where two InternetJanitor's would spawn, causing a crash when talking to the second one
-Quick Select menu now properly displays tooltips
-vultures no longer get stuck on the ground
-Huge oloke dino's no longer spawn before their quest
-Fixed a bug where, after using the "Sell all" option, selling other items would always sell all
-Fixed a bug when buying ships and saving at the starport, causing the player to be unable to load
-Fixed a bug where enemy ships that could repair themselves continued to repair themselves while the game was paused
-Fixed a bug where sometimes in the tutorial the game would get stuck on the inital "damaged station" portion
Keeping it short and sweet, a rather annoying save game issue just had to be resolved right away. //NEW -Adjusted enemy spawns --FIXED-- -Adjusted asteroids rapidly destroying clumps of ships during combat -Fixed a rather annoying bug with saving on planets, causing a save file to be unable to load -Adjusted a few tooltips -the crew quick select menu should now only show the crew actually on the planet
Just a little housekeeping for the night --FIXED-- -Fixed a bug where if you bought a crewmen, saved, and then loaded from the station it'd crash making that save file completely unable to load -fixed a crash when setting screen resolution while on a planet
I haven't uploaded anything over the past few nights so I could wrap up some new things for you guys!
--NEW--
-NEW "current crew" screen on the side of the screen for easier visiblity of crewmen. Visible/usable in space and on planets
-Shift + click now works for selecting crewmen
-Crew hotkeys (shift +num for crew 1-10, ctrl +num crew 11-20, TAB to cycle)
-Changed the way crew go on/off ships(too many edge cases)
-Adjusted some item drops from space combat
-Slightly adjusted flight time of guns in space combat
-Adjusted the speed of the crew guns
-adjusted some planet enemies
-Added ship hotkeys (arrow keys to go left/right in your fleet)
-Buy 10 button
-buy 100 button
--Fixed--
-Kaidun corvette now has its elevator in the right spot
-Fixed a bug where enemy ships capable of self repair... didn't.
-radiation event now correctly sets female characters to male.
-Ships will no longer get their name cut off on the fleet menu
-Ships should now properly deselect during combat
-Fixed a crash for certain guns with high ammo
-Fixed a bug where stacks could only go to 99
-Fixed a bug where everytime you talked to someone to hire crew, their available crew would always re-randomize
Sorry for not uploading the update last night! --NEW-- -Adjusted a few enemy ships -Added option to skip intro --FIXED-- -Fixed a bug with crewmen racial (Sholdro) data not saving, causing problems with loading the game/corrupted save files -crew/station tooltips now longer show through ship menu -Special/unique NPC's (such as the dogs) can now be renamed -Adjusted Kibou Dialogue -Fixed a bug with one of the rarer hidden hireables -Corrected water's tooltip -Reduced camera speed at fast forward -Equipping the srill to your drone should no longer cause problems -camera will no longer lock to a crewmen when pressing tab -Adjusted some odd text during the tutorial
I got a little trigger happy on the update number scheme - so lets make sure we start using letters too! --FIXED-- -ROGUE QUEEN should no longer bug out -Fixed a crash where sprites sometimes wouldn't load in planet phase (inventory) causing a crash -Fixed an issue where players were somehow able to put more energy into the ship or ship systems than the game supported, causing a crash -Fixed a crash sometimes when hovering stations after deselecting crewmen -Fix artillery description -Snow should now save properly :) -Fixed a bug where the disintegrator wouldn't save properly -Adjusted a few typos -Quest log item to begin first quest is added to your game on a "skip tutorial" game -Oloke not progressing (it is, it's just sometimes the dialogue that says how awesome you are is scrolled too quickly, and so added a pause in the text box to make sure you see it)
This should make things a lot more solid for everyone. slightly smaller update, but I wanted to get it up before bed time for Coldrice Games! -Fixed crash when using robot crew -Fixed a crash when hiring Sholdro crew -Stations no longer lose their repair icon when powered up/down -Further fixed the issues with wall clipping. -Further corrected Asteroid issues during combat
I hope everyone is having fun! Work continues. I wanted to make sure I released an update before I got to work on anything more time consuming. -FIXED- -Crash on crewfile screen when hovering over the chestpeice area sometimes -Fixed a crash where the pause button sometimes wouldn't load, causing an error -Fixed a crash where you could force crewmen that don't use armor to equip armor, or crewmen that don't use guns to use the guns -Fixed a crash on the traits area -Fixed a crash on log menu if there isn't any log items -Fixed a crash where if you have the Srill, but it hasn't updated your gun slot yet, the game tries to reload a null srill gun -Fixed a crash when meters are charging for your ship stats -Fixed a crash when equipping the tribal helmet to suna -Fixed a crash when adding certain augments -Fixed an issue where fires/leaks could cause a crash -3v1 achievement should now trigger correctly -prevent player from equiping weapon over srill -Reports of crew stats not saving when they return to space has been fixed -Prevented camera scroll when hovering pause button -Fixed issue where using fast forward required 2 key presses or button presses -Your tutorial drone (and the dogs later on!) should now be able to use medical stations. :)
After a little delay they are now LIVE! Hooray! Personally I love steam cards so I'm extra excited to have them available for you guys!
Thank you for your patience everyone. This should contain a fix for one of the bigger issues people are facing with the game. --NEW--- -Adjusted some enemy HP values -adjusted some space enemy spawn rates --FIXED-- -Fix knockback into wall issue - please give feedback. Crewmen tend to position themselves to the sides of enemies when they are engaged in melee range and this might also cause issues. It didn't break anything in my test, but I 'd like to be sure. -Fixed issue with asteroids doing non-stop damage to ships. -Prevented crewmen from embarking off the map. -Pressing escape while repairing on planets now works properly - it closes the ship menu first, then closes the trade menu, then goes to options. -Fixed issue where equipped 30mm guns would save as 20mm -fixed bug with fathers blessing event on Aibit
II wanted to upload a quick build of what I was working on now so you guys didn't think I forgot about you! -FIXED- -Asteroids will no longer destroy the enemy probe during the tutorial -killing the enemy probe during the tutorial without scanning no longer locks out the tutorial. -Removed the locked door on your home town -there's not much to see but I know people wanted to look. -Fixed a few achievement triggers -There will not always be the correct stations when you return from Trenzalore to your ship for the next part of the tutorial -Added arrows to Nav/Tactical/Scan stations during the tutorial -Fixed a bug where stations would stay on even if there wasn't enough power for them (as long as they were in use) -Fixed a bug where enemy scanning effect, while paused, would play a sound non-stop -Fixed a number of typos in dialogue
Whew, what a whirlwind the last 24 hours has been! Sadly we have not been able to cast off the modern gaming curse of launch bugs - but luckily I'm here all week to solve any challenges! --NEW-- When fighting a larger fleet they block your exit during combat until it evens out --FIXED-- - "ninja" Trait will no longer teleport your characters into the ceiling -Fixed a few typos -Steam will now connect properly for all clients, achievements back later tonight! -You can no longer click crew commands while the map is open -Elaborated more on boarding both your captain and drone onto the first ship -Fixed an issue with an asteroid -Fixed an issue where certain captains couldn't land -Fixed issues with falling so hard you could fall through the ground -fixed the racial/random variables tied to jump height/runspeed combos which was giving certain crewmen difficulty pathing. -Fixed a bug where crewmen would get stuck on corners
Whew, what a whirlwing the last 24 hours has been! Sadly we have not been able to cast off the modern gaming curse of launch bugs - but luckily I'm here all week to solve any challenges! --NEW-- When fighting a larger fleet they block your exit during combat until it evens out --FIXED-- - "ninja" Trait will no longer teleport your characters into the ceiling -Fixed a few typos -Steam will now connect properly for all clients, bring achievements back -You can no longer click crew commands while the map is open -Elaborated more on boarding both your captain and drone onto the first ship -Fixed an issue with an asteroid -Fixed an issue where certain captains couldn't land -Fixed issues with falling so hard you could fall through the ground -fixed the racial/random variables tied to jump height/runspeed combos which was giving certain crewmen difficulty pathing. -Fixed a bug where crewmen would get stuck on corners
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