Hello everyone! Devlog #63: https://www.youtube.com/watch?v=aN5fMOEquZY Beta 6 should be out now! Its main focus is the research system for Scientists, as well as a bunch of new talents and items! On some planets, you can now find rare research materials that can be placed in a machine called the Atomizer. This breaks down the materials into their unique components, which in turn can be used in the research and development of new talents and improvements for the crew. Research will require warp energy to progress; it will advance while the ship jumps from sector to sector or when fuel capsules are expended (similar to program charging). The manual on the website has also been updated to include the tab menu changes, as well as the new research system. Additions -New system: Atomizer, reduces research samples into their base components -New screen: Research screen, allows scientist to research new talents and abilities for the crew by spending research components -New items: research materials New Talents -Custom Jetpack Fuel -Strength Boost -Stamina Boost -Armored Skin Cells -Advanced Training -Research Specialty -Gun Cooling -Warp Charge Booster -Turret Zoom -Atrium Healing Enhancement -Cloaked DNA -Scanner Mode: Research Materials -Scanner Mode: Item Pickups -Reaction Time -Damage Mitigation -Encumbered Sprint -Turret Damage Booster -Upgraded Turret Power Conduits -Custom Eye Implants Changes -There is now a Stamina bar that will deplete when sprinting. -Inventory weight limits are now enforced; exceeding the limit will encumber the player. -Save game will now save AI priorities, as well as items in the Atomizer and research components -Save game has also been tweaked to support galaxy chaos events, which we hope to add soon in a future update. We did this now so we hopefully won’t need to break the saves again when we add them. -System instances materials have been changed; they will now appear to become darker when damaged instead of the growing black patches. This is an attempt to see if there is a noticeable improvement on performance. -Changes to a bit of the math behind how sectors are placed in the Starmap -Some slight tweaks to Starmap visuals -Talents page now has a scrollbar -Handheld scanner no longer starts with item pickup detection, instead this must be researched by the Scientist. Fixes -Pawn names are no longer seen in the Starmap -Items should rotate a bit better in the inventory -Saving/reloading shouldn’t create a pair of hands in your locker -Selling one of two identical items should no longer create issues -You should no longer be able to open your inventory while being rematerialized -Fixed some sound issues when ships would reach very high speeds -Fixed some sound issues related to fires on the Intrepid -Default ship targeting setting is now “Auto” -Made some internal improvements to pickup items to reduce the possibility of any desync -Starmap should sync a bit faster after a galaxy reset -Fixed a lighting issue on the Carrier -Fixed a collision issue on the Carrier -Fixed a room culling issue on the Roland -Potentially fixed an AI pathing issue on the Roland -Fixed sector color issues related to CU and WD sectors returning a “pink” color Known Issues -Shop menu is not very gamepad compatible -Jetpack isn’t assigned in default bindings for controllers -Some space trader menu issues -Tab menu UI issues with certain resolutions (reported on Linux) -Mouse stutter issues (reported on Linux) -Elevator use can cause player visual desync -Static sound can be heard in some circumstances Thanks for your time! Best, The Leafy Games Team
[ 2016-01-28 22:46:33 CET ] [ Original post ]
- PULSAR: Lost Colony Linux [1.81 G]
Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.
Embark on missions, investigate abandoned stations, and scavenge for components that could aid you in your voyage. Teleport down to the surfaces of alien planets, where you may face extreme environments and dangerous creatures. Trek across the galaxy, and discover what lies on its fringes.
PULSAR: Lost Colony is our attempt to create a fully cooperative space-faring experience, because it’s one of the games we've always wanted to play.
Current Features
- Online drop-in / drop-out multiplayer
- Command and control an advanced starship
- Five unique classes; everyone plays a role on the ship
- Fast-paced and tactical ship-to-ship space combat
- Teleport to other ships, planets or stations to join the away team
- Loot planets and stations for valuable items
- Board enemy ships to capture them or destroy systems
- AI crew bots (work in progress)
- Research and Sample Collection
- Gamepad support (work in progress)
Planned Features
- The Academy (In game tutorial)
- Meta-multiplayer (daily leaderboards, etc)
- AI crew bot improvements (with advanced specialties for classes and enemies)
- Better Captain tools: contextual order system, AI priorities
- Ship-To-Ship hailing (diplomacy, trade, intimidation and surrender to enemy ships)
- SteamOS support
- Oculus Rift support
- Offline LAN support
- A healthy amount of polish and love to the systems we already have
- Optimization improvements
- Challenge modes
- More languages
- A large amount of content to explore and interact with
FAQ
Is there an in-game tutorial?
Not at this time. We are planning on integrating one in the future, however we want to make sure most of the ship systems are finalized before building it. If you want to learn about how to play and use the various ship systems, you can click here to view the manual!
Can I stream and/or monetize game footage?
Yes! This is our written permission to do so.
Simulation or Game?
We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. However, this is a game first and foremost. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. This is not a 100% realistic simulation, it's a game with simulated elements.
Player versus player modes?
PULSAR was designed from the ground up to be cooperative in nature. None of the mechanics are prepared to handle the specific challenges of PvP combat. We believe that this focus on pure cooperation will enable us to create an experience that is unique and feasible by our small team.
Singleplayer?
We are focusing on a multiplayer experience at this time. We do offer AI crew bots that can take over unfilled roles, but they are very much a work in progress. The game is very teamwork heavy so the recommended experience is with multiple people. If you looking for a more complete singleplayer experience, you may want to consider waiting until the AI is fully developed.
Where can I get more information?
For more information, check out these links below:
Classes
Factions
Roadmap
Manual
Forums
The game is currently under development. New systems and mechanics are still being added and tweaked, and there is not a large amount of in-game content to see yet.
If you prefer to play more complete games and have no desire to be part of the testing / feedback process of a game in development, we highly recommend waiting until the game is more complete before considering a purchase.
- OS: Ubuntu 12.04 (32 bit)
- Processor: 2 GHz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 5000 (Shader Model 3)
- Storage: 10 GB available spaceAdditional Notes: Modern Graphics Card Required (Supported By Manufacturer)
- OS: Ubuntu 12.04 (32 bit)
- Processor: 2.8 GHz Quad CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 1060Network: Broadband Internet connection
- Storage: 10 GB available space
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