Hey everyone! Devlog #78: https://www.youtube.com/watch?v=b8oWRPRtc_c Beta 21 is now available! This update adds new end-game content for the Colonial Union faction. The next big updates after this one will be adding end-game content for the W.D. Corporation and Alliance of Gentlemen factions. To see the new content, youll need to be playing on a Colonial Union crew with a fairly high CU reputation (more details discussed in the devlog). The chain of events start with a special assignment to stop an asteroid from colliding with a planet. Successfully completing this mission and keeping a high reputation will allow your crew the chance to be given a special assignment by the commander of Outpost 448! Were very excited to add more end-game content to the galaxy. This update has been in the works for a while, but weve managed to solve a lot of interesting problems and build a nice set of tools to help us make content like this faster. Wed love to get your thoughts on the new content and let us know if its appropriately challenging! If youd like to experience the new content without any spoilers we recommend not reading any further. Additions -New Weapon: Held Beam Rifle - Similar to the healing beam. This weapon focuses on higher damage output and forgoes healing effects. -New Weapon: Stun Grenade Launcher - Explosion can stun most enemies, stopping them in their tracks for a short time. -New system for planetside fires - these do not spread and cannot be extinguished. -New door type: Seamless Security Door - Opens when the crew is in possession of required item (such as a keycard). -New door type: Quarantine Door - Door remains closed until all enemies within a given space are defeated. -New system for spawning enemies - Enemies can now spawn when a player enters a specific area. -New system for respawning enemies - Certain enemies can now respawn on their own. -New slider for camera shake - From 0-200% camera shake intensity, you can find the slider in the game settings. -New system for in-game cutscenes - Used sparingly for the occasional cinematic moment. -New system to illustrate mission difficulty - If a mission has a suggested crew level and your crew level is lower, it will first appear red, then turn to yellow and finally look normal when youve reached the specific level. This is to illustrate when a mission may be especially difficult. This is will mostly be used for the end-game content but will likely be used with other missions over development. -New system for automatically jumping ships to specified sectors, used primarily for unique story moments. -New system for timed mission objectives - Used to add some tension to important moments or fights. -New threat system for special enemies that track damage over time by certain players, and can target the individual currently dealing the most damage -New Content: The Commander Center of Outpost 448 - Located on the second tier of the station. Inaccessible until Report to the Commander CU mission has been accepted. -New Content: Sylvassi Research lab - Located in the Sylvassi Quarter of Outpost 448 -New Content: Asteroid Level -New Content: The Wasted Wing -New Creature: Experiment 72 -New Creature: Stalker -New Creature: Infected Scientist -New Creature: Advanced Paladin -New Creature: The Source -New CU Mission: Stop Asteroid Crash (assigned via long range comms at CU rep 7 by CU sectors) -New CU Mission: Report to the Commander (assigned via long range comms at CU rep 9) -New CU Mission: The Wasted Wing (assigned by NPC Commander Darine Hatham in Command Center) -New CU Mission: Retrieve Data Pad (assigned by NPC Alarick Soun in Command Center) -New CU Mission: Eliminate Stalker (assigned by log in Wasted Wing) -New CU Mission: Eliminate Infected Scientists (assigned by NPC Mat Kornoan in Wasted Wing) -New CU Mission: Retrieve Medicine for Vilvard (assigned by NPC Noemi Prast in Wasted Wing) -15 readable plaques and logs in Wasted Wing -22 NPCs added for CU Wasted Wing mission -2 NPCs who discuss Sylvassi lore added to research lab in Sylvassi Quarters of Outpost 448 -New NPC Uniform: Colonial Union Commander Changes -PiBot should be better at entering repair depots -Ground combat internal values tweaked, players now take less damage overall -Enemy humans / bandits aiming routines tweaked, this should make them slightly less accurate overall -Garlic Biscuit should now have correct inventory visual -NPCs will now look at the player whose turn it is in Liars Dice -Crew AI will now look at players -A few security additions have been added to the game -During a disconnect, host will try to autosave game -Talents have now been grouped into class specific and general, locked talents are displayed at the bottom of the list -Crew allowance should be faster to set for captains -Default Camera shake has been adjusted / strengthened -Player armor has been slightly reduced overall -The Wasted Wing station has been moved to a seperate close range sector- its still visible from Sector 0 but youll need to perform a jump in order to reach it. The sector will be jumpable when you have The Wasted Wing mission active. -Changes/Additions have been made to dialog of the following Outpost 448 NPCs in reaction to the Wasted Wing: Jin Saineg, Remi Hocklan, Ranchelle Fieaque, Yondia Dremera, Vera Scems, Lesia Driay, Bain, Viar Tothim, Ide Fellus, Ena Sekra, Safia Neyonus, Weise Quel, Iresa Youls, Daza Susarin, Degoh Gervam -Changed dialog of Outpost 448 NPCs Remian Folstera and Gusiva -The new stalker creature has been added to the crashed Roland mission. -Food items and research materials should weigh less in your inventory, allowing players to hold more of them. -Gun cooling talent strength has been reduced -Replaced dead body meshes on Tall Rock planet and Ant Colony planet -Changed some visuals on the Ant Colony planet -Further reduced angular drag on Roland-class ship -The system for choosing Long range mission assignments have been tweaked -Internal AI system that can allows bots to adjust flight distance based a specific creature. -Tweaks to how bots use jetpacks. They now only use them when targeting a location on a different nav mesh ( i.e unreachable by foot or very uneven surfaces ) Fixes -Backup CPU scaling is fixed and is no longer overpowered due to a double scaling math bug -Fixed a collision issue found in the Outrider -Fixed an issue that wouldnt fully display longer lists of inventory items -Potentially fixed an error that occasionally killed bots after teleporting -Fixed a bug that prevented talents from fully syncing / unlocking -Fixed a bug with the Intrepid item upgrader -Bots should appropriately target ground turrets -Turrets should be able to damage and kill enemies in Sand Scar Arena after players lose -Fixed an issue that would break lighting inside of room interiors when resuscitated as a human -Fixed a visual issue found in the captains quarters on the Fluffy One -Fixed a visual issue with the ExoSuit helmet exterior and interior and supply tank on human characters -Fixed an issue with Investigate Unmanned W.D. Unit mission not giving rewards for completion -Fixed a root motion issue with NPC Ide Fellus in Outpost 448 -Fixed an error that allowed non-captains to edit bot inventories -Fixed a bug that did not properly show class preview in VR -Fixed a bug that had AI try to heal crewmembers with the incorrect tool -Fixed an issue found on the Outrider that would limit music played to ambient only -Two sectors were being spawned in the base galaxy that should have been restricted to specific missions. -Waste planet 2 (radioactive one) has been reworked and now has static radiation scrubbers instead of patrolling NPCs -The Grim Cutlass / Intrepid Night Variant is no longer preventing players from using their flightpacks -Further removed possibilities for fires to appear in strange places on the ship. As there are quite a few ways fires can spawn on ships, weve applied additional checks to all of them to hopefully ensure fires dont appear in strange places. -Jumbo Biscuit now has better visual and description. -Boarding bots should now be less memory intensive -More checks in-place to prevent AI from using locked teleporters on planets Thanks for your time! If all goes well, the next main update will be focusing on the end-game content for the W.D. Corporation faction and its climactic mission titled The Forsaken Flagship. Best, The Leafy Games Team
[ 2019-01-02 22:59:47 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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