Hello again! It's been a while since the last real update. While I could give you a hundred excuses as to why we've been dead for two months, long story short they're all about university studies and lack of motivation. Not all work has been still however, we've slowly managed to build up a quite a long list of random stuff. There have been numerous changes, updates to the sounds, galaxy generation, map, planets, and lots of fixes. No new modules or models this time unfortunately, as not even one of the ones showcased in the previous news post is done yet. Our current direction for the next update has changed somewhat, and the station expansion will likely have to wait while we implement more drastic changes that will hopefully make the game more playable in the long run.
New Gas Giants
The shader I was working on is finally up and running in-game, giving us brand new animated gas giants. They could still use some work up close, but that's an issue for another time.
Funny story, while adding these in I noticed that gas giants in general were accidentally disabled about a year or so ago in some update. Seems like nobody missed them until now :P
Names and Labels
To give the star systems more of a sense of location, you can now check each planet's and star's name by simply hovering over them using the mouse. Planets can be either designated by the star they're orbiting (e.g. Earth would be Sol 3 under this convention), or have an additional special name if that planet is of any more significance. This will become more pronounced once we actually add planetary colonies.
Since there weren't any planetary names before, we added those and updated the star names as well, so they're not as generic and boring as before.
Planetary [strike]Landings[/strike] Crashings
To put an end to that age old question everyone absolutely has to ask: "But can you land on planets?" you can now go and see for yourself. One you get close to an atmospheric or gaseous planet you'll get an atmosphere warning and reentry effects. Shortly after, the planet's scale should become more obvious.
As to what happens next, let's say these ships are generally built to work in space :)
Galaxy Generation Changes
There have been some changes to the way a new galaxy is generated, with about twice as many star systems to explore. It's mostly needed because of the new locations we'll be adding (and have already) so there's still some regular old star systems to complement them.
The galaxy map has an updated set of icons, renders stars smaller and adds some new location types to explore.
Rogue Planets
The first new location to visit in the galaxy are quite rare rogue planets. These planets don't orbit any stars as they've become ejected from their origin systems by some gravitational event in the distant past.
Currently this is the only location where a space station isn't guaranteed to appear, but there may be up to several.
Interstellar Asteroid Fields
Another place you can now explore are asteroid fields where the odds of successful navigation are 3720 to 1.
Be advised however that these can be a bit on the demanding side performance-wise so you may want to avoid them for now on more low end computers.
New Shield Shader
For those of you that missed the old post, the shields now have a new shader that's more transparent and shows impacts.
Target Tracking Camera
Following a suggestion, there is now a checkbox in options that enables this experimental camera mode. What it does is essentially changes chase mode to always look at the object you have targeted, while disabling auto-targeting on hostile ships to prevent annoyance in some cases. It's still a bit wonky and mostly useful only for small ships, so use with caution.
Changelog:
New Sound Effects:
- turret rotation and lockon sounds
- shield impact/collapse/enable sounds
- a few more explosion sounds
- stars and black holes now have an ambient sound
- updated warp failure sound
- rogue planets (New Galactic Location)
- interstellar asteroid fields (New Galactic Location)
- gas giants (we didn't notice they were accidentally disabled)
- new gas giant shader, they're now slightly animated
- new shield shader
- post-warp entry effect
- focus on target lock (can be enabled in settings and will track your target with the camera) - experimental
- reworked system and planetary names
- mouse hover over planets and stars shows their name and class
- ships get smaller when approaching planets and explode in a large splat on hitting the surface
- partial reentry effects
- hostile ships may try to ambush you at derelicts, asteroids and funnels
- asteroids now have normal maps (that is, look more bumpy in light)
- expanded settings menu
- fewer asteroids spawn in planetary rings now and they don't spin initially, greatly reducing physics load
- railguns no longer shoot through shields are now 30% less effective against them
- firegroup menu no longer drops shields
- hostile ship will now spawn with an equivalent of your current ship mass/size, instead of the stats you had when you first entered the system
- all galaxies include the new system types and new ones will spawn with about 2x as much systems
- stronger fuel explosions, with fuel tanks dropping gas clouds on destruction as well
- station hubs no longer add command points
- minor optimizations
- reworked map icons
- minimap shows asteroids as gray prisms
- reworked screenshake to hopefully be less vomit inducing :)
- things damaged by fuel explosions (e.g. space stations) now aggro the ship that shot the fuel cloud
- decreased spawn rate of knife and fist by 50%
- fixed player shield and reactor settings (hotbar ability on/off) not saving
- fixed issue with shields not setting frequency correctly sometimes
- fixed industrial mk2 engine warp exhaust
- ships now orient correctly before interstellar jumps
- partially fixed dark gui modules when shadows are disabled (still persists in some cases)
- fixed neutron torpedos not checking obstruction on launch
- fixed cruise warp effect color issue at low framerates
- neutral ship warp bounce fixed (ships would appear to instantly warp back from a location they just arrived at)
- fixed phantom targeting issue when collecting a targeted object into cargo containers
- dps stat should now show up for huge ships as well
- gas giants now...uhm...exist?
- there's a certain issue with sound being muted on startup sometimes, which can be fixed by going into the settings menu and back (we'll probably make a follow up patch for that soon once it becomes clear what exactly is wrong)
- Achievement "Ten Times Light" is no longer obtainable and will be replaced soon
[ 2018-01-14 00:59:44 CET ] [ Original post ]
Hello again! It's been a while since the last real update. While I could give you a hundred excuses as to why we've been dead for two months, long story short they're all about university studies and lack of motivation. Not all work has been still however, we've slowly managed to build up a quite a long list of random stuff. There have been numerous changes, updates to the sounds, galaxy generation, map, planets, and lots of fixes. No new modules or models this time unfortunately, as not even one of the ones showcased in the previous news post is done yet. Our current direction for the next update has changed somewhat, and the station expansion will likely have to wait while we implement more drastic changes that will hopefully make the game more playable in the long run.
New Gas Giants
The shader I was working on is finally up and running in-game, giving us brand new animated gas giants. They could still use some work up close, but that's an issue for another time.
Funny story, while adding these in I noticed that gas giants in general were accidentally disabled about a year or so ago in some update. Seems like nobody missed them until now :P
Names and Labels
To give the star systems more of a sense of location, you can now check each planet's and star's name by simply hovering over them using the mouse. Planets can be either designated by the star they're orbiting (e.g. Earth would be Sol 3 under this convention), or have an additional special name if that planet is of any more significance. This will become more pronounced once we actually add planetary colonies.
Since there weren't any planetary names before, we added those and updated the star names as well, so they're not as generic and boring as before.
Planetary [strike]Landings[/strike] Crashings
To put an end to that age old question everyone absolutely has to ask: "But can you land on planets?" you can now go and see for yourself. One you get close to an atmospheric or gaseous planet you'll get an atmosphere warning and reentry effects. Shortly after, the planet's scale should become more obvious.
As to what happens next, let's say these ships are generally built to work in space :)
Galaxy Generation Changes
There have been some changes to the way a new galaxy is generated, with about twice as many star systems to explore. It's mostly needed because of the new locations we'll be adding (and have already) so there's still some regular old star systems to complement them.
The galaxy map has an updated set of icons, renders stars smaller and adds some new location types to explore.
Rogue Planets
The first new location to visit in the galaxy are quite rare rogue planets. These planets don't orbit any stars as they've become ejected from their origin systems by some gravitational event in the distant past.
Currently this is the only location where a space station isn't guaranteed to appear, but there may be up to several.
Interstellar Asteroid Fields
Another place you can now explore are asteroid fields where the odds of successful navigation are 3720 to 1.
Be advised however that these can be a bit on the demanding side performance-wise so you may want to avoid them for now on more low end computers.
New Shield Shader
For those of you that missed the old post, the shields now have a new shader that's more transparent and shows impacts.
Target Tracking Camera
Following a suggestion, there is now a checkbox in options that enables this experimental camera mode. What it does is essentially changes chase mode to always look at the object you have targeted, while disabling auto-targeting on hostile ships to prevent annoyance in some cases. It's still a bit wonky and mostly useful only for small ships, so use with caution.
Changelog:
New Sound Effects:
- turret rotation and lockon sounds
- shield impact/collapse/enable sounds
- a few more explosion sounds
- stars and black holes now have an ambient sound
- updated warp failure sound
- rogue planets (New Galactic Location)
- interstellar asteroid fields (New Galactic Location)
- gas giants (we didn't notice they were accidentally disabled)
- new gas giant shader, they're now slightly animated
- new shield shader
- post-warp entry effect
- focus on target lock (can be enabled in settings and will track your target with the camera) - experimental
- reworked system and planetary names
- mouse hover over planets and stars shows their name and class
- ships get smaller when approaching planets and explode in a large splat on hitting the surface
- partial reentry effects
- hostile ships may try to ambush you at derelicts, asteroids and funnels
- asteroids now have normal maps (that is, look more bumpy in light)
- expanded settings menu
- fewer asteroids spawn in planetary rings now and they don't spin initially, greatly reducing physics load
- railguns no longer shoot through shields are now 30% less effective against them
- firegroup menu no longer drops shields
- hostile ship will now spawn with an equivalent of your current ship mass/size, instead of the stats you had when you first entered the system
- all galaxies include the new system types and new ones will spawn with about 2x as much systems
- stronger fuel explosions, with fuel tanks dropping gas clouds on destruction as well
- station hubs no longer add command points
- minor optimizations
- reworked map icons
- minimap shows asteroids as gray prisms
- reworked screenshake to hopefully be less vomit inducing :)
- things damaged by fuel explosions (e.g. space stations) now aggro the ship that shot the fuel cloud
- decreased spawn rate of knife and fist by 50%
- fixed player shield and reactor settings (hotbar ability on/off) not saving
- fixed issue with shields not setting frequency correctly sometimes
- fixed industrial mk2 engine warp exhaust
- ships now orient correctly before interstellar jumps
- partially fixed dark gui modules when shadows are disabled (still persists in some cases)
- fixed neutron torpedos not checking obstruction on launch
- fixed cruise warp effect color issue at low framerates
- neutral ship warp bounce fixed (ships would appear to instantly warp back from a location they just arrived at)
- fixed phantom targeting issue when collecting a targeted object into cargo containers
- dps stat should now show up for huge ships as well
- gas giants now...uhm...exist?
- there's a certain issue with sound being muted on startup sometimes, which can be fixed by going into the settings menu and back (we'll probably make a follow up patch for that soon once it becomes clear what exactly is wrong)
- Achievement "Ten Times Light" is no longer obtainable and will be replaced soon
[ 2018-01-14 00:59:44 CET ] [ Original post ]
- Lightspeed Frontier Linux [428.54 M]
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.
- 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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