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Update 1.0.6.A As always, this patch will be delivered in two parts. Skill Tree The skill tree has been consolidated to one large skill forest again. Full pathing between different classes is now available, however some skill passives don't function properly (namely those relating to critical strikes). Unallocating skills from the skill tree have been disabled, however a skill tree reset button has been made available. Skill tree point acquisition is disabled, but for alpha testing purposes players may freely take skills throughout the passive tree. Testing of the pathing and node dependence is at the core of this round of testing. Thank you for your participation. If you find bugs, please report them in the bug reporting forum.
1.0.5 Patch Notes Upgraded to Unreal 4.17. Features
1.0.5 Patch Notes Upgraded to Unreal 4.17. Features
Features
Features
1.0.4 is now live. Thank you to everyone for your feedback in 1.0.3, several core features of the game have been completely rewritten based on the feedback from the community. Testing of this patch focuses on the first boss fight against the Scarcrow Sentry guarding a Restricted Area which contains several upcoming content previews as well as a direct route to the Frigate, which is where the rest of the story will progress from. You might find the restricted area barren. The tarmack of the level is divided into 16 smaller level sections which are capable of loading random building sized tiles which have yet to be completed. If you'd like to see an example of this, I've loaded a random tile from the Underground Storage Facility into the basement of complex, which is capable of housing any random tile of this size. My apologies on the poor landing job of the Matamata on the Frigate as I never intended for the small ports to be used for such a large ship, but instead smaller ships that haven't been released. I'll be either adding a third cargo bay to the Frigate or adding a Carrier class ship in 1.0.5 to correct this. Finally, thank you again for your support and patience. I've deeply enjoyed making this game so far and look forward to the upcoming development. ~Trey
1.0.4 is now live. Thank you to everyone for your feedback in 1.0.3, several core features of the game have been completely rewritten based on the feedback from the community. Testing of this patch focuses on the first boss fight against the Scarcrow Sentry guarding a Restricted Area which contains several upcoming content previews as well as a direct route to the Frigate, which is where the rest of the story will progress from. You might find the restricted area barren. The tarmack of the level is divided into 16 smaller level sections which are capable of loading random building sized tiles which have yet to be completed. If you'd like to see an example of this, I've loaded a random tile from the Underground Storage Facility into the basement of complex, which is capable of housing any random tile of this size. My apologies on the poor landing job of the Matamata on the Frigate as I never intended for the small ports to be used for such a large ship, but instead smaller ships that haven't been released. I'll be either adding a third cargo bay to the Frigate or adding a Carrier class ship in 1.0.5 to correct this. Finally, thank you again for your support and patience. I've deeply enjoyed making this game so far and look forward to the upcoming development. ~Trey
1.0.3.a Hotfix 1:
1.0.3.a Hotfix 1:
1.0.3 Alpha With update 1.0.3 players can acquire a small capital ship which becomes their base of operations, with up-coming updates to further flush out this section of the game. Players also have access now to a one their first one-off mission: Underground Storage where players gather Deuterium fuel for their ship. Upgrades
1.0.3 Alpha With update 1.0.3 players can acquire a small capital ship which becomes their base of operations, with up-coming updates to further flush out this section of the game. Players also have access now to a one their first one-off mission: Underground Storage where players gather Deuterium fuel for their ship. Upgrades
Things have been quiet since the last patch and 1.0.2 update. Ive been prototyping walk-aboard capital ships for several years now, but now its time for that feature to come out and shine. ***Content Spoiler Video *** https://www.youtube.com/watch?v=yL1zy3uTN2A Lets put the breaks on the hype-train before it leaves the station: This isnt Star Citizen and this isnt No Mans Sky. This is the AGP and as most of you whove played have noticed its a different type of experience all together. This product is being released early before being feature complete is so that you can play & feel the new features as theyre developed and provide feedback on them in both single player and multiplayer. One step at a time. Player HUB After departing the Shipyard, players will start the game in their captured ship and will be able to more freely explore the solar system. Not all worlds are available to enter right now, but you can fly to them if you want (reminder: 1 man shop). Players who have recently started the game but havent yet completed the content on Pulverem will have no restrictions on joining friends who have completed later content. Later updates will expand the inner workings of the ship, encounters in space, etc. The design of the ship has taken into consideration 6 players, and in 1.0.3 the max player count will be increased accordingly. Most of the computers you see dont work yet (WIP/future features), however anyone can access the main Tactical Terminal, which will become the center of player activity and mission making in coming updates. Level Randomziation The Frigate is currently using a prototype of a random level generator, continuing on development from the building in the Engineering section of the Skill Tree. Another more urban tile set needs to be made for the random levels, as well as a world tileset for each of the eventually-visitable planets (Pulverem, Pendrith, Attria Prime and Ulterius). From the bridge of the ship and while in orbit around these planets, players can either visit a planet hub and surrounding area (Current starting area on Pulverem, Black Market Bazaar on Pendrith, for example) or generate a large random area to explore and do missions in. The shipyard is also utilizing the random level generator, however is only using a single tile (50mx50m) which has a light and a rack of canisters to demonstrate functionality. Thats all for now.
Things have been quiet since the last patch and 1.0.2 update. I’ve been prototyping walk-aboard capital ships for several years now, but now it’s time for that feature to come out and shine. ***Content Spoiler Video *** https://www.youtube.com/watch?v=yL1zy3uTN2A Let’s put the breaks on the hype-train before it leaves the station: This isn’t Star Citizen and this isn’t No Man’s Sky. This is the AGP and as most of you who’ve played have noticed it’s a different type of experience all together. This product is being released early before being feature complete is so that you can play & feel the new features as they’re developed and provide feedback on them in both single player and multiplayer. One step at a time. Player HUB After departing the Shipyard, players will start the game in their captured ship and will be able to more freely explore the solar system. Not all worlds are available to enter right now, but you can fly to them if you want (reminder: 1 man shop). Players who have recently started the game but haven’t yet completed the content on Pulverem will have no restrictions on joining friends who have completed later content. Later updates will expand the inner workings of the ship, encounters in space, etc. The design of the ship has taken into consideration 6 players, and in 1.0.3 the max player count will be increased accordingly. Most of the computers you see don’t work yet (WIP/future features), however anyone can access the main Tactical Terminal, which will become the center of player activity and mission making in coming updates. Level Randomziation The Frigate is currently using a prototype of a random level generator, continuing on development from the building in the Engineering section of the Skill Tree. Another more urban tile set needs to be made for the random levels, as well as a world tileset for each of the eventually-visitable planets (Pulverem, Pendrith, Attria Prime and Ulterius). From the bridge of the ship and while in orbit around these planets, players can either visit a planet hub and surrounding area (Current starting area on Pulverem, Black Market Bazaar on Pendrith, for example) or generate a large random area to explore and do missions in. The shipyard is also utilizing the random level generator, however is only using a single tile (50mx50m) which has a light and a rack of canisters to demonstrate functionality. That’s all for now.
Upgrades:
Upgrades:
Upgrades:
Upgrades:
Upgrades
1.0.2 will be deployed in two phases. Upgrades
- Fixed a variety of UI errors - Fixed several firearms
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