This release fixes some minor bugs (ones players are unlikely to have encountered) and cleans up some cosmetic annoyances. It is a small spacer release to empty out my todo list before working on some larger issues. Next up is the last of my "must do" issues before leaving Steam EA - rework the single-player campaign. Some of you have said the early missions with your Uncle's ashes are a little weird. Sorry, that is going to stay. However, looking at the dialogue is on the list, so maybe there is something I can do there. I'm also going to look at the issues of uneven difficulty and players not being sure what to do tactically. Hopefully there will be a few iterations of this work, so as always, comments are welcome, and I promise to at least consider them all. It is also time to start planning the path out of Early Access. With the last of the "must do"'s in progress, a plan can be formed to determine what the finished game should look like. I hope to post an update on that in the next few weeks. Last, but not least. There has been a report by a player that the game will start once after install, but not a second time. Has anyone else seen anything similar? I can't recreate it here and working with the player has so far yielded no good results. Any help/info is greatly appreciated. --- Current Version: 0.9.25 (29th February 2016) Known Issues: * Steam Overlay can sometimes cause some Macs to hang on startup - need to disable Overlay * Anonymous feedback that there are problems with multiple monitors. Currently only have a single monitor so as yet unable to see the problem. * Report from one player that the game halts Steam when starting for a second time (the first start is fine, but the second, non-concurrent start causes the issue). Currently unable to replicate. https://www.reddit.com/r/Unity3D/comments/4702wo/help_problem_with_steam_hanging_after_starting/ Immediate Roadmap: * Look again at the tutorial & campaign * Balance/AI & Skirmish fixes & additions. * Suggestions/feedback? * Display component stats on tooltip? Multi-monitor support? Neutral system? * Performance enhancements - client & server? 0.9.24 (20th February 2016) -> 0.9.25 (29th February 2016) * Fix occasional NPE when online games conceded & online menu locked in waiting state * Fix bug where the online opponent could be displayed as yourself * Display a list of finished games * More evenly matched random skirmishes * Increase linker size & give cruiser an extra ECM * Fix bug where only the first defined player ship could collect escape pods * Uncontrolled non-autonomous ships turn neutral after a turn * Fix bug with unknown sphere still slightly visible on enemies when they should be completely transparent * Stop target drone in Tutorial 1 flying behind player ship elate to camera * Wider & further min/max focus distances * Reposition Hull "?" for Unknowns in stats display * Fix bug with badly positioned skirmish ships when scrollbars at bottom of range and the 2nd last skirmish ship deleted * Fix bug where skirmish flow tables slightly out of alignment & not resizing properly * Fix bug with just switched drones not working with replays * Make colliders on skirmish loadout & remove buttons work across the whole button & make loadout button more visible when loadout modified. Also make skirmish ship scrollviews shrink when a ship is removed * Server update to restart at the first point after 5 days that no players are connected & fix db timeout issue
[ 2016-02-29 03:26:08 CET ] [ Original post ]
- Concealed Intent (linux) Depot [584.78 M]
To defeat your enemies you need to devise a range of strategies to gain enough information to successfully shoot at them. All the while they are trying to do the same to you.
Space is big and empty. Finding something can be like looking for a needle in a haystack, but there is nowhere for the needle to hide. To stay concealed a ship needs to fade into the background as much as possible. Everything a ship does will signal its presence and increase the ability of those nearby to detect it. A big ship may blot out stars as it passes. Heat from engines can be detected against the cold of the void. Lasers can be traced back to their origin. Eventually as detection increases, a firing solution can be calculated so that a beam of coherent light a few millimeters in diameter can cross thousands of kilometers to strike an evasive enemy - hidden no longer!
Key Features
- Turn-based - play at your own pace
- Single player campaign
- Instant procedural PvE skirmishes, with various objectives:
- Duel - Head to head duel, only one team can survive!
- Bases - Destroy the enemy base for victory.
- Waves - Endless waves of enemies assaulting your base, how long can you hold them off?
- Savior - A number of civilian shuttles are trying to reach a base while under attack, can you identify friend or foe quickly enough to save them all?
- Duel - Head to head duel, only one team can survive!
- Challenge your friends to online PvP duels & play at your own pace - over minutes, days or weeks.
- Numerous playable ship types with configurable offensive and defensive ship components
- Rewatch turns
- User editable colors - colour-blind friendly
- Non-cheating AI - all the AI enemies have no more information than the Player would have in the same situation, and the same equipment
- Further skirmish options - set the number of player and enemy ships, apply modifiers (like "Harder AI" or "Loot Drops"), or even change the loadout of your opponent.
- OS: Ubuntu 12.04
- Processor: Intel Core i5 +Memory: 6 GB RAMStorage: 1 GB available space
- Memory: 6 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
- OS: Ubuntu 16.04
- Processor: Intel Core i5 +Memory: 8 GB RAMStorage: 1 GB available space
- Memory: 8 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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