Hey everyone!
Beta 29.95 is now available! While the majority of our time is still going to Beta 30, weve been setting time aside for some additional polish passes and bug fixes which have formed this update. Some of the bigger additions, changes and fixes include:
-A new way to fight viruses: Manually decrypting a virus can allow a crewmember to remove a hostile virus without restarting the ship or enabling a program. You can do this at the virus screen by clicking on the red box to the right of the virus. Youll see a series of numbers in a pattern, and youll need to figure out the pattern and find the number that doesnt belong in the group.
-New gamepad support: Weve redone the gamepad and HOTAS support. Gamepads now use a virtual cursor system and can enable/disable themselves when plugged in and used. (PS4 and Xbox One controllers). The game will prompt you to reset your default bindings and we recommend doing so, especially if you like using gamepads.
-Warp input bug: For long-time players, youve no doubt experienced this input hitch during warp. Its been a tricky thing to tackle and probably the oldest bug in the game, but it should be fixed now!
-Bounty Hunters: Weve drastically changed the timing of these (it was a little too much before this update). Weve also added crewed ships as potential bounty hunters. These ships can actually warp away and return, and continue to chase your ship to additional sectors if you manage to slip away.
-New programs: Active Reset is a pretty interesting program that we think could be powerful under the right circumstances.
-Program timers: You can now see how long a specific effect will last instead of counting in your head.
-Bots dying during warp: Another long-time issue we finally managed to track down, this one has been pretty elusive on our end, but it should be fixed now.
-Flashlight self-shadows: This was a lower priority issue, but feels a lot nicer now that its been handled!
Additions
- Bounty Hunter Upgrades: Can now spawn powerful crewed ships that will pursue your crew through the galaxy
- Virus Manual Decrypt: Can now use the Virus Screen to manually remove active viruses on your ship
- Added CyberAttack ship stat that increases virus broadcast rate
- New Processor: ARX-CWR (Increases CyberAttack)
- New Program: Active Reset (Reset all active program timers)
- New Program: SyberWar (+50% CyberAttack for 30 seconds)
- Cinematic health bar for Sector Commander has been added
- Ship Name Labels: This appears above the ship name labels include Sector Commanders and Bounty Hunters
- Upgrades to our internal input systems to add polish and better controller / joystick support
- Switching items with mouse scrollwheel is smoother and can handle non-sequential items without resetting to hands
- Tweaks to bots combat movement / pathfinding
- Timing / spawn rate of bounty hunters has been tweaked, bounty hunter travel speed increased while overall spawn rate over time has been decreased
- Tweaked some of the environment fog conditions on the Forsaken Flagship and tweaked a mistakenly offset teleporter screen
- Scrap found in the galaxy or purchased at Scrapyards can now provide multiple processed scrap when processed. The level of the scrap determines the amount of scrap it can produce.
- Warp drives no longer lock in at 100% charge. Hull damage will now always reduce the warp drive charge amount
- Added camera shake to piloting / turret / sensor dish camera modes
- Tweaked background loading thread priority: warp travel (level loading) should be a little smoother overall
- Enemy AI crewed ships: warp travel now has to be initiated by their engineer at the warp drive screen, instead of automatically activating
- New default AI priorities that adds more default overrides for viruses / new programs
- Player flashlights no longer cast shadows for your own items
- SteamVR bindings are no longer automatically opened in the controls menu. Click the SteamVR controller to trigger it now
- Tweaks to game UI, added more info to the controls text on the right of the screen
- Paladin mini-boss in the Wasted Wing no longer respawns
- Game name / ping time label in the tab menu could get cut off
- Moved Windows builds to 64-bit for increased support and performance with modern software / hardware
- Fixed a few missing material issues on the Forsaken Flagship
- Fixed a missing material found in the Command Center at Outpost 448
- Fixed an issue with bots that could cause them to be killed during warp
- Fixed an AI issue that caused bots to not use certain ship screens
- Fixed a ship screen input issue that caused some virus screens to not react to input
- New Bindings: Fixed issue with the firing of main turrets on controllers that made it impossible to control the timing circles
- Fixed issue with bots / bandits that caused them to lose accuracy over time
- Fixed issue with enemy ships never using their warp drive
- Warp travel (level loading) should no longer reset active inputs
- Pawn damage - effect of armor reduced
- Enemy crews dont always capture screen properly when boarding your ship
- Cloned screens no longer show up as locked for clients
- Fixed issue that caused some missions / dialogue to not load properly on certain systems
- Fixed issue with crew bots that could cause them to get stuck on the wrong ship on some clients, especially after a new ship has been claimed
- Fixed issue with sell biscuits priority that could cause bots to die during warp
- Fixed internal issue with internal bot pathfinding that could cause Captains to be unable to issue a move order to bots
- Fixed an issue with the upper right ship UI when non-ship targets were displayed
- Made some changes related to SteamVR input to prevent an error reported by the analytics system
[ 2020-09-26 17:27:44 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
[ 6105 ]
[ 1086 ]