November Update: Blueprint Library, Steamworks, Sensors, Space Lifeforms, Pooled HP, UI Overhaul
Blueprint Library & Steamworks The main Blueprint Library allows you to collect and make blueprints without loading or starting a game. You can also publish your ship Blueprints directly from this interface to Steamworks, and create or load & test blueprints from a special 'Sandbox' mode that you can initiate from the Blueprint Library. In the Sandbox mode you can equip any special, and have access to all types of ship components. Your blueprint library will be seeded with 4 blueprints automatically (3 fighter type blueprints and one late-game destroyer), and any blueprints that you subscribe to on Steamworks will automatically be added to your library.
Each of your save games has a blueprint library with 15 slots, you can import/export blueprints from/to your main library, and build ships instantly when over a space station provided you have the required components and/or crafting materials.
Pooled HP Your ship now has pooled HP, there and a Health meter has been added to show your total hitpoints. No component on your ship will be fully destroyed until your total health is depleted. If an individual component drops below 1 HP then it becomes 'Totaled', but not fully destroyed. Totaled components can only be repaired by entering build mode and clicking 'Repair Totaled', which costs crafting materials. If you have a blueprint of your ship saved you can also use the Build option in your Blueprints menu to rebuild your ship with fully function components.
Although most powered components will stop working when totaled, when a Thruster is totaled all thrusters on your ship will loose effectiveness evenly, so your ship will continue to fly as it did, only slower. Sensor Blocks Five Sensor type components have been added, when on they project what are essentially trip lasers that detect blocks that intersect them. In most cases these can be configured to simulate a key press on your ship which gives allows you to essentially program parts of your ship to react to sensor input. The three types of blocks a sensor can differentiate between and react differently too are: Enemy, Friendly/Self, Salvage/Creature. Most of the sensors can also be bound to hinge/turret keys and in that case will automatically target the turret at the block or ship that the sensor is detecting. Like-wise, if bound to one of your 4 special ability key binds tripping the sensor will cause immediate use of the special ability and target it at what the sensor detected if it is an active special ability.
The 5 types of Sensors are:
These spawn generally while you are sitting still and there are no (or very few) enemy drone ships around. They have randomized body configurations and personality traits. There are three main types of space life forms: Ones that do damage, ones that EMP you, ones that Heal you. Generally speaking they are not dangerous, however are very inquisitive and like examining various ship components that they find interesting. If you attack them they will either run away or get angry and attack the component on your ship that did the damage. In later updates there may be missions involving these creatures.
Lots of other changes and additions to this update, including:
[ 2018-11-26 22:25:43 CET ] [ Original post ]
This update has been in the works for a couple months, and so there's a lot of new features and changes:
Major Updates
Blueprint Library & Steamworks The main Blueprint Library allows you to collect and make blueprints without loading or starting a game. You can also publish your ship Blueprints directly from this interface to Steamworks, and create or load & test blueprints from a special 'Sandbox' mode that you can initiate from the Blueprint Library. In the Sandbox mode you can equip any special, and have access to all types of ship components. Your blueprint library will be seeded with 4 blueprints automatically (3 fighter type blueprints and one late-game destroyer), and any blueprints that you subscribe to on Steamworks will automatically be added to your library.
Each of your save games has a blueprint library with 15 slots, you can import/export blueprints from/to your main library, and build ships instantly when over a space station provided you have the required components and/or crafting materials.
Pooled HP Your ship now has pooled HP, there and a Health meter has been added to show your total hitpoints. No component on your ship will be fully destroyed until your total health is depleted. If an individual component drops below 1 HP then it becomes 'Totaled', but not fully destroyed. Totaled components can only be repaired by entering build mode and clicking 'Repair Totaled', which costs crafting materials. If you have a blueprint of your ship saved you can also use the Build option in your Blueprints menu to rebuild your ship with fully function components.
Although most powered components will stop working when totaled, when a Thruster is totaled all thrusters on your ship will loose effectiveness evenly, so your ship will continue to fly as it did, only slower. Sensor Blocks Five Sensor type components have been added, when on they project what are essentially trip lasers that detect blocks that intersect them. In most cases these can be configured to simulate a key press on your ship which gives allows you to essentially program parts of your ship to react to sensor input. The three types of blocks a sensor can differentiate between and react differently too are: Enemy, Friendly/Self, Salvage/Creature. Most of the sensors can also be bound to hinge/turret keys and in that case will automatically target the turret at the block or ship that the sensor is detecting. Like-wise, if bound to one of your 4 special ability key binds tripping the sensor will cause immediate use of the special ability and target it at what the sensor detected if it is an active special ability.
The 5 types of Sensors are:
- Single laser sensors
- Short angle sweep sensors
- Wide angle sweep sensors
- Radial sensors (sensor lasers don't collide with your own ship)
- Pick-up sensors (single laser, salvage will automatically be picked up or melted when tripped)
These spawn generally while you are sitting still and there are no (or very few) enemy drone ships around. They have randomized body configurations and personality traits. There are three main types of space life forms: Ones that do damage, ones that EMP you, ones that Heal you. Generally speaking they are not dangerous, however are very inquisitive and like examining various ship components that they find interesting. If you attack them they will either run away or get angry and attack the component on your ship that did the damage. In later updates there may be missions involving these creatures.
Other Updates
Lots of other changes and additions to this update, including:
- UI Overhaul: Better looking, more consistent, more contrasting UI.
- Shields no longer protect against melee/impact, they only protect against projectile weapon damage. This makes some enemy ships easier to attack with melee, however you are more vulnerable to things like Little Chargers and Big Spinners. Combing Shields with Razor armor is good way to protect your ship in late game, also sensors triggering a defensive special like Defense Screen or Shockwave can help with your defense.
- Planet Rendering: Improvements to planet rendering including dynamic atmosphere rendering
- Shinier, more metallic[/b/] and brighter ship component rendering
- Enemy ships now use a detached radial sensor to spot you before a battle begins, neutral components and other enemy ships can block an enemy's sight
- Updates to 20 enemy ships to make use of sensors and/or be better armored against melee attack
- Off screen enemy ships now disable a blueprint-style icon of the ship to make them easier to size up
- In the RPG modes, enemy ships no longer de-spawn when crossing zone boundaries, except when crossing into a planetary/boss zone
- Thrusters sputter and pop and leave longer smoke trails when damaged
- Various other bug fixes and smaller improvements
BlockShip Wars: Roguelike
Chadams Studios
Chadams Studios
2018-01-01
Indie RPG Simulation Singleplayer EA
Game News Posts 19
🎹🖱️Keyboard + Mouse
3 user reviews
(3 reviews)
http://www.advancedmechanizedspacecraft.com/
https://store.steampowered.com/app/763320 
BlockShip Wars: Roguelike Content - Linux [241.64 M]
BlockShip Wars: Roguelike is an action roguelike/RPG where you build your own ship, explore huge procedural maps, and battle computer controlled enemy ships entirely made out of components that you can salvage and put on your ship.
Ship Building
- Fully integrated and seamless ship construction, as soon as components are detached from an enemy ship they can be equipped onto yours.
- In total 76 types of components that can be welded to your ship, including; Shields, Railguns, EMP Launchers, Missile Launchers, Lasers.
- Multiple configurations for most weapons.
- Melee weapons, including; Spikes, Pikes, and Spinning Saws.
- Articulating pieces like Powered Hinges and Chain Links.
- Modular damage and power system.
- Interactive tutorial to get you started.
Game Modes
- Roguelike mode: Permadeth, no levelling/XP system, specials are randomly dropped by defeating enemies. All enemies are roughly the same level, bosses are a little stronger. Good ship design in this mode is key.
- RPG mode: Experience system, specials unlocked by levelling up and defeating bosses. Enemy levels and boss levels increase as you make your way through the game.
Secondary Missions & Space Stations
As well as the primary missions (bosses), there are now secondary missions which can help you level up faster and get higher level and harder to get components as rewards. There are missions available from every space station, and roughly 25 space stations (one in each area) in each game. Missions get replenished as you go through them, and are randomly generated and scaled based on the difficulty of the area you are in.- Cargo missions: Attach cargo containers to your ship, fly them safely to the destination space station to get a reward.
- Hunt missions: Destroy a certain number of a type of drone ship in the target area to get a reward.
- Trophy missions: Take a specific type of ship component from an enemy ship in the target area, and return with them to exchange them for a reward.
- Freight ships: Over 200 freight ships flying around all at once in the map. You can trade with them, and they can be useful in finding space stations you haven't discovered yet.
Enemies/AI
- Over 50 AI controlled drone ships to battle and salvage from.
- Each one is made entirely out of components that can be placed on your ships, and many have special abilities that you can unlock.
- Enemy ships now have pack dynamics, and each one has a different personality. Sometimes they will fight themselves if one accidentally attacks the other.
- 7 bosses
More
- 18 special abilities to give you an edge, including Torpedo, EMP missile, Shockwave, Singularity.
- Huge procedural generated maps to explore.
- 4 page inventory to store extra components and crafting materials.
- Crafting system, where elements are stored in stacks in your inventory and blueprints are unlocked by melting down components.
Music Credits
- Zamaster - "BSW:R Theme", "Dreamatron", "SpaceBlox"
- DotStarMoney - 7 tracks
Graphical Credits
- Jolenar - New BSW:R Logo, Communications screen HUD artwork
MINIMAL SETUP
- OS: 64bit Linux
- Processor: 3.0ghz Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GTX 745
- Storage: 500 MB available spaceAdditional Notes: *Tested on Ubuntu 18.04 & Fedora 28
- OS: 64bit Linux
- Processor: 4.0ghz Quad CoreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1050
- Storage: 1 GB available space
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