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Update 1.08
Yes after so many requests (like three or so?) we finally have two guided launcher modules!
NTB Hornet Guided Missile Launcher (the gray one) Fires 9 short range cruise missiles that do splash damage. They aren't particularly fast, not as effective against shields but they have strength in numbers. They take 20 seconds to reload. Neutron Torpedo Launcher X3 Mk 3 (the white one) Fires 3 neutron torpedoes that do higher damage and go faster than the missiles but still rely on splash damage. These reload faster with a 10 second downtime after emptying all three tubes.
They also come with a new ability that fires all launchers on the ship that aren't blocked and have finished reloading. If you lock on to a target (which is automatic for hostiles now) the torpedoes and rockets will seek and destroy them.
You can also fire them unguided if no target is set :)
FULL SIZE
The station menus got a design overhaul, adopting the new color scheme used for the inventory the the right side panel.
Just below the demagnetize button you now have a similar one that only detaches the last placed pod and puts you in control of it, leaving the ship intact as a derelict.
So, essentially a shortcut to removing all command pods manually. Note that the pod still stays in the same place it was attached - so you may need to move yourself out.
Since there's a ton of changes this time around let's go over the most noticeable ones: Modules are now sold at the same price as you buy them instead of merely 33% of the original. The problems with the old system were mostly that players had to sell too much of their ship when they ran out of cash and had a run of bad luck, plus you can trade in your ship at the build station for the full price which was inconsistent. Your ship now points at the mouse target by taking into account the distance to it. What this means is that the front of the ship is now correctly pointed at the object under the mouse and miniguns can hit the square reticle every time, instead of just at long ranges. The square reticle does jump around a fair bit because of this however, so we'll likely rework the system at some later date to fix that in some way. The way the chase camera follows the ship has been changed slightly, so you can always reliably zoom in to just above the top most module (which used to be off by a lot for some ships). The zoom itself now works differently, moving more to the back of the ship instead of up which should be better for smaller and large ships. Overall the change isn't that significant for medium sized craft.
Additions:
The features we plan on working on soon are these (in no particular order):
[ 2017-05-20 13:45:25 CET ] [ Original post ]
Greetings fellow humans! While the plan was to continue working mostly on the hud that didn't go so well in practice so we have this update that focuses mostly on the new launchers and various changes/fixes.
Neutron Torpedo Launcher X3 Mk 3 & NTB Hornet Guided Missile Launcher
Yes after so many requests (like three or so?) we finally have two guided launcher modules!
NTB Hornet Guided Missile Launcher (the gray one) Fires 9 short range cruise missiles that do splash damage. They aren't particularly fast, not as effective against shields but they have strength in numbers. They take 20 seconds to reload. Neutron Torpedo Launcher X3 Mk 3 (the white one) Fires 3 neutron torpedoes that do higher damage and go faster than the missiles but still rely on splash damage. These reload faster with a 10 second downtime after emptying all three tubes.
They also come with a new ability that fires all launchers on the ship that aren't blocked and have finished reloading. If you lock on to a target (which is automatic for hostiles now) the torpedoes and rockets will seek and destroy them.
You can also fire them unguided if no target is set :)
FULL SIZE
Station Menus
The station menus got a design overhaul, adopting the new color scheme used for the inventory the the right side panel.
Abandon Ship
Just below the demagnetize button you now have a similar one that only detaches the last placed pod and puts you in control of it, leaving the ship intact as a derelict.
So, essentially a shortcut to removing all command pods manually. Note that the pod still stays in the same place it was attached - so you may need to move yourself out.
Major Changes
Since there's a ton of changes this time around let's go over the most noticeable ones: Modules are now sold at the same price as you buy them instead of merely 33% of the original. The problems with the old system were mostly that players had to sell too much of their ship when they ran out of cash and had a run of bad luck, plus you can trade in your ship at the build station for the full price which was inconsistent. Your ship now points at the mouse target by taking into account the distance to it. What this means is that the front of the ship is now correctly pointed at the object under the mouse and miniguns can hit the square reticle every time, instead of just at long ranges. The square reticle does jump around a fair bit because of this however, so we'll likely rework the system at some later date to fix that in some way. The way the chase camera follows the ship has been changed slightly, so you can always reliably zoom in to just above the top most module (which used to be off by a lot for some ships). The zoom itself now works differently, moving more to the back of the ship instead of up which should be better for smaller and large ships. Overall the change isn't that significant for medium sized craft.
Changelog:
Additions:
- NTB Hornet Guided Missile Launcher
- Neutron Torpedo Launcher X3 Mk 3
- the right side panel now features a new "Abandon Ship" button that detaches the last attached pod and leaves the ship intact as a derelict
- a new "Launch torpedoes and missiles" ability that fires any attached (and not blocked by other modules) guided projectile launchers
- more npc ships
- another row of buttons for the fire group selection window that let you set all modules to a fire group instantly
- ships now track the mouse a bit differently, taking into account the parallax between the camera and the ship for close objects; you may notice the switching when the aiming box jumps around which is a bit annoying but you can now at least hit what you're aiming at with miniguns as well
- the camera in chase mode now behaves a bit differently when zooming, following a more linear direction pointed at the rear instead of a polynomial pointed up which didn't make sense at all
- changed some of the explosion and weapon sound effects
- lockon is now automatic when you get close to a hostile ship (but you can still set it manually with MMB as before)
- the station menus have been converted to use the black background + blue border design
- scroll bars now look a bit better
- disabled saving in creative mode (so you don't override your campaign save while we still have only one savefile)
- nerfed the health of Twin Turbo Plasma Turret by about 40%
- linear engine thrust buffed by 25%
- crash damage reduced by 50%
- modules are now sold at full price instead of 33%
- both laser turret projectile speed and lifetime increased
- attachment system mildly improved
- buffed health of all command pods except the B.O.X. Conning Tower
- removed module count from creative inventory (since it's infinite)
- music volume can now be heard and set in the settings menu
- took weed away from chase camera since it was always a bit too high (it tracks the top of the ship properly now)
- modules now scale properly in the inventory and the trade terminal
- ships fit the workshop upload image slightly better
- the load game button clears the current state instead of just loading on top of it
- options menu category name text scaling corrected
- ship spawning tweaked so it looks at ship mass instead of module count when spawning hostiles
- naval guns' ship occupation space has been lowered by one unit
- physical volume of all turrets now registers correctly for cargo space
Known issues as of 1.08:
- Larger ships are rather intensive on performance right now
- Task and chat windows can appear off-screen on large resolutions (2560x1440 and above)
Roadmap
The features we plan on working on soon are these (in no particular order):
- usage volume based energy system (kind of like the one in FTL)
- new quest and chat system
- buildable space stations
- a special system in the center of the galaxy with a massive space station around the supermassive black hole
[ 2017-05-20 13:45:25 CET ] [ Original post ]
Lightspeed Frontier
Crowdwork Studios
Developer
Riveted Games
Publisher
2017-03-07
Release
Game News Posts:
40
🎹🖱️Keyboard + Mouse
Mostly Positive
(34 reviews)
The Game includes VR Support
Public Linux Depots:
- Lightspeed Frontier Linux [428.54 M]
You've decided to leave everything behind and try your hand at captaining a ship on the fringes of the universe. Customize your ship piece by piece to tackle whatever adventures await you. Take on crime lords and space pirates in battle, undercut corporations that are monopolizing business, influence the galactic stock market, and become the most successful captain you can be.
In this sci-fi adventure sandbox game, you have the opportunity to explore and influence the universe around you and make your own path. Take on open ended missions that will have a lasting effect on your surroundings, and embark on an adventure to discover the mysteries of Lightspeed Frontier.
Faster than light travel has recently been made available for the common middle-class galaxy dweller, and you’ve just saved up enough money to purchase your first command pod. This command pod can have it’s functionality and size extended with additional modular building blocks, such as engines, cannons, lasers, scanners, software, and more.
As you acquire more modules for your ship, your ship class will also increment unlocking more missions and special actions. While you start out as just a tiny fighter-class ship with less than 20 modules, you can eventually reach the pinnacle of modular ship development by acquiring 400 or more individual components for your ship and be upgraded to the final Dreadnaught class! Each class has its own pros and cons, as far as firepower, speed, maneuverability, etc, but slowly acquiring more modules through whatever means necessary will open up more opportunities for you.
You can acquire upgrades for your ship in multiple ways: by completing various quests that you find around the frontier, by politely asking other ship owners if you can destroy them and salvage them for parts and resources or mine raw resources yourself and sell them at stations. Quests are one of the most unique features in Lightspeed Frontier, as they aren’t issued through your typical ubiquitous “mission posting”. Players will need to be aware of the various breaking headlines, advertisements, and direct messages from people you have encountered through your travels. This means that if you want to have work, you need to go out in find it! This makes exploration a key part of the game, since it also will result in more rewards and quests for you to pick up!
While exploring the universe, you may encounter memorable NPCs, corporations, scavengers, programmers, asteroid belts, space stations, and more. Every encounter with an NPC will either make you enemies or allies with them, depending on if you choose to help them or stab them in the back. This could result on a bounty being put on your head, or more challenging (but rewarding) work from them in the future. There are also many different ways for you to make your mark in the universe. You can invest in high-tech drilling modules for mining if you want to be a raw materials salesman, or BFGs if you’re more the bounty hunter type. There are even different levels of tractor beams for improved shipping capabilities.
Battling other ships is a key part of the game, and also one of the challenges of traversing the frontier. Players are safe when they are near space stations, but once you venture out into open space, your warp signature will draw in scavengers like sharks, so be prepared! You will need to utilize a multitude of different weapons, maneuvering techniques, and even physics to destroy your opponents (yes, ramming into other ships is actually a viable way of destroying them or knocking off their modules!). And it goes without saying, the brochure from the command pod salesman did not mention anything about the constant and ceaseless life-threatening encounters you would face in the outer reaches of the universe.
Most the parts you can come across are made according to faction orders and designs. The United Research Alliance always has the most high tech and light modules, but alas they aren't very durable. The Industrial Conglomerate has that covered with everything designed for sheer strength. And tensile strength too. Finally if you're low on cash you may find some old pre-warp modules in questionable conditions but the price is unparalleled. There are a few other factions planned to be added ranging from Twinblade Riders, the petrolheads of space, to unknown parts of alien origin.
Space is a massive opportunity for investment and profit which brings interstellar corporations to the frontier's outposts and space stations. These corporations can provide you with shipping contracts, protection work (or even more shady jobs once you earn their trust) or you can just simply invest into their stocks.
Note that the closed beta version of game is currently only for Windows and Linux, but we're working on getting a Mac version done as soon as possible.
In this sci-fi adventure sandbox game, you have the opportunity to explore and influence the universe around you and make your own path. Take on open ended missions that will have a lasting effect on your surroundings, and embark on an adventure to discover the mysteries of Lightspeed Frontier.
Faster than light travel has recently been made available for the common middle-class galaxy dweller, and you’ve just saved up enough money to purchase your first command pod. This command pod can have it’s functionality and size extended with additional modular building blocks, such as engines, cannons, lasers, scanners, software, and more.
As you acquire more modules for your ship, your ship class will also increment unlocking more missions and special actions. While you start out as just a tiny fighter-class ship with less than 20 modules, you can eventually reach the pinnacle of modular ship development by acquiring 400 or more individual components for your ship and be upgraded to the final Dreadnaught class! Each class has its own pros and cons, as far as firepower, speed, maneuverability, etc, but slowly acquiring more modules through whatever means necessary will open up more opportunities for you.
You can acquire upgrades for your ship in multiple ways: by completing various quests that you find around the frontier, by politely asking other ship owners if you can destroy them and salvage them for parts and resources or mine raw resources yourself and sell them at stations. Quests are one of the most unique features in Lightspeed Frontier, as they aren’t issued through your typical ubiquitous “mission posting”. Players will need to be aware of the various breaking headlines, advertisements, and direct messages from people you have encountered through your travels. This means that if you want to have work, you need to go out in find it! This makes exploration a key part of the game, since it also will result in more rewards and quests for you to pick up!
While exploring the universe, you may encounter memorable NPCs, corporations, scavengers, programmers, asteroid belts, space stations, and more. Every encounter with an NPC will either make you enemies or allies with them, depending on if you choose to help them or stab them in the back. This could result on a bounty being put on your head, or more challenging (but rewarding) work from them in the future. There are also many different ways for you to make your mark in the universe. You can invest in high-tech drilling modules for mining if you want to be a raw materials salesman, or BFGs if you’re more the bounty hunter type. There are even different levels of tractor beams for improved shipping capabilities.
Battling other ships is a key part of the game, and also one of the challenges of traversing the frontier. Players are safe when they are near space stations, but once you venture out into open space, your warp signature will draw in scavengers like sharks, so be prepared! You will need to utilize a multitude of different weapons, maneuvering techniques, and even physics to destroy your opponents (yes, ramming into other ships is actually a viable way of destroying them or knocking off their modules!). And it goes without saying, the brochure from the command pod salesman did not mention anything about the constant and ceaseless life-threatening encounters you would face in the outer reaches of the universe.
Most the parts you can come across are made according to faction orders and designs. The United Research Alliance always has the most high tech and light modules, but alas they aren't very durable. The Industrial Conglomerate has that covered with everything designed for sheer strength. And tensile strength too. Finally if you're low on cash you may find some old pre-warp modules in questionable conditions but the price is unparalleled. There are a few other factions planned to be added ranging from Twinblade Riders, the petrolheads of space, to unknown parts of alien origin.
Space is a massive opportunity for investment and profit which brings interstellar corporations to the frontier's outposts and space stations. These corporations can provide you with shipping contracts, protection work (or even more shady jobs once you earn their trust) or you can just simply invest into their stocks.
Note that the closed beta version of game is currently only for Windows and Linux, but we're working on getting a Mac version done as soon as possible.
MINIMAL SETUP
- OS: Ubuntu 12.04 or higher
- Processor: Intel Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 6000 / AMD Radeon HD 7700
- Storage: 300 MB available space
- Processor: Intel Core i5-4670KMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 760 / Nvidia GTX 960M / AMD R9 280
- Storage: 500 MB available space
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