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Reworks - Update v1.18
So one of the problems with combat's always been not knowing exactly which way your guns are pointing before shooting, which led to many a misfire. That should be gone now however, with these new reticles.
There are four different reticles for different gun types.
The only ones displayed are the ones that are in the currently enabled firegroups to reduce clutter on larger ships and they stack when close as well.
With the reticles in place, you can now be a lot more accurate with long range weapons like railguns. And with increased ranges you also need a way to look at things up close.
Introducing the sniper scope that replaces boost on the shift key as default.
The cargo management and transfer systems on space stations have gotten a complete rework - not only from a graphical but also from a backend standpoint as well, with everything working somewhat differently now. It's not completely balanced yet and will likely need some price scaling depending on galactic faction and location but it should be a lot easier to find undiscovered modules now at least. Crafting Instead of only player owned stations, crafting is now available everywhere (for a small fee per module). The large amount of ores was reduced to only two so it's far more practical to have a sizable stack of each in storage for repairs.
It also has a new GUI, complete with scolling and type filtering. Cargo Transfer In older versions of the game you could buy an infinite amount of new modules from stations which wasn't very realistic. Now each station spawns with a random supply of modules that you can buy from a brand new cargo transfer menu.
Both of these also support right clicking and moving/crafting a selected amount of an item. Ship Cargo Transfer There are ship-to-ship cargo transfer menus as well now, although still very experimental.
At the moment it's a very useful feature when transferring large amounts of cargo from mostly intact derelicts.
This feature was mostly added to have support for loading some sort of smaller size textures for lower end systems. It just happens to mostly allign with the way texturepacks could work so we added that instead and 2 default texturepacks:
Additions:
[ 2018-11-24 15:39:59 CET ] [ Original post ]
Hello there! Yes, despite what you may have heard we're not all dead quite just yet. Development's been seriously slow the past few months and it took a while to get the random additions in order for an update release. So let's see what's changed.
Weapon Reticles
So one of the problems with combat's always been not knowing exactly which way your guns are pointing before shooting, which led to many a misfire. That should be gone now however, with these new reticles.
There are four different reticles for different gun types.
The only ones displayed are the ones that are in the currently enabled firegroups to reduce clutter on larger ships and they stack when close as well.
Scope
With the reticles in place, you can now be a lot more accurate with long range weapons like railguns. And with increased ranges you also need a way to look at things up close.
Introducing the sniper scope that replaces boost on the shift key as default.
Reworked Space Station GUI
The cargo management and transfer systems on space stations have gotten a complete rework - not only from a graphical but also from a backend standpoint as well, with everything working somewhat differently now. It's not completely balanced yet and will likely need some price scaling depending on galactic faction and location but it should be a lot easier to find undiscovered modules now at least. Crafting Instead of only player owned stations, crafting is now available everywhere (for a small fee per module). The large amount of ores was reduced to only two so it's far more practical to have a sizable stack of each in storage for repairs.
It also has a new GUI, complete with scolling and type filtering. Cargo Transfer In older versions of the game you could buy an infinite amount of new modules from stations which wasn't very realistic. Now each station spawns with a random supply of modules that you can buy from a brand new cargo transfer menu.
Both of these also support right clicking and moving/crafting a selected amount of an item. Ship Cargo Transfer There are ship-to-ship cargo transfer menus as well now, although still very experimental.
At the moment it's a very useful feature when transferring large amounts of cargo from mostly intact derelicts.
Texturepacks
This feature was mostly added to have support for loading some sort of smaller size textures for lower end systems. It just happens to mostly allign with the way texturepacks could work so we added that instead and 2 default texturepacks:
- High (old textures, selected by default)
- Low (2-4x downscaled textures)
Changelog:
Additions:
- added space station cargo containers
- added weapon aim indicators that show firing vectors of active weapons
- added scope
- added a right click menu to station menus for quantity selection item transfer, along with shift clicking to transfer an entire stack
- texture packs and a selection for them into the launcher and settings.cfg (more info in the textures folder)
- two stock texturepacks: High and Low (high being the stock one and low a 2-4x downscaled version)
- friendly and fleet ships now follow you into interstellar warp
- space stations now spawn with cargo inside contaiers, available for trade
- ship to ship trading (experimental)
- Kepler Cola pallet is now obtainable and usable as a trading-only item
- reduced VRAM usage so the game doesn't go over 1GB and cause problems on older hardware
- nerfed junker weapon stats
- removed most textures from game executable, transferred them into texturepacks
- removed NPC ship ramming on loss of all guns, made them warp out instead
- removed engine boost
- removed starting velocity from shells for easier combat mechanics
- increased speed of shells
- power and shield bar rework
- lockon time reduced to a fixed amount of half a second
- tracking camera movement is now always on but available only when using the scope
- less intrusive and more transparent reticle
- separated crafting and trade menus
- menus now show item stacks like the inventory
- replaced all old ores with two new ones: Metallic and Crystalline
- reworked module recipes
- reworked crafting
- reworked trading
- various small tweaks
- extended weapon ranges
- fixed ship savefile name filter so it removes all forbidden chars
- fixed tooltips
- fixed a ConcurrentModificationException crash or two
- more robust mouse scroll input
- fixed green cube randomly persisting after building, though it still happens on occasion
- fixed station dashboard crash
- fixed the tutorial (again)
- various small fixes
[ 2018-11-24 15:39:59 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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