We have run the Community balance council 2 and gotten a series of results guiding things ever so slightly towards a new and more mobile meta. Jump changes, heavy PD-able changes, and some minor tweaks are in this round. We look forward to seeing the effect on the current meta.
PD-able Adjustments
by Owlfeathers These are a modest rework increasing the general quality of PD-able weaponry. The missile changes are somewhat contentious as high speed Premium ships have few clear counters, but it should be within tolerances.
Missile
- Reload Time 2.06 1.93 (6.5% faster Rof)
- Projectile Speed 352 m/s 304 m/s
- Energy use 2860e 2650e
- Mass 30t 20t
Torpedo
- Range 1100m 1250m
- Energy use 1250e 1100e
- Health 10 15
Artillery
- Range 1600m 1700m
Phase Nerf
Inspired by blaze/nulitor There has generally been a sentiment that phase bombs are slightly too good, but there have been mixed feelings on how to nerf it. This is a general minor nerf to damage and a slight normalization.
Phase Bomb
- Damage 160 150
- Reload Time 3.75 3.56 (5% faster RoF)
- Weight 20T 22T
- Energy use 3600e 3500e
Jump Buff
by Owlfeathers Jump changes seem to have been mostly in the right direction, but it seems a hair weak. The official proposal by Owl was requesting a sharper decrease to min distance, but because of the jump-delay currently present, min distance is only being reduced to 150 for now. This is a much larger buff than it seems at first, roughly improving the part by 50% for ships that just wanted a jump-turn.
Jump Drive
- Jump Distance and Recharge Rate: +10%
- Min Distance: 200m 150m
Other Adjustments
Other minor changes are in, including a reduction to shield capacitor Tanks while buffing them for use with Heavy Shields, and a slight reduction to Flamethrower cost.
Shield Capacitor
- Shield 8 9
- Mass 5T 5.5T
- Shield Recharge 1.2/sec 0.65/sec
- Energy Cost 16e/sec 8e/sec
Flamethrower
- Cost 5 3
The 1.0.0
Its finally here: 1.0.0. I dont know what I expected this would be, but here we are! When I was a kid I was captivated by computer games. I had no clue how computers worked. I created a paper box to be the screen and cut out stuff to move inside the screen with little handles. Istrolid started out as a game out of LEGO where one would build fleets of ships and have them fight. It's been quite a journey getting from there to this point. Learning programming to make games. Making 100s of other game prototypes. Going to college, getting a job programming. An entire lifetime has passed. Then finally I realized my dream. I released Istrolid. Dont let your dreams be dreams. At first I showed the alpha prototype to Saktoth, he convinced me to add part building mechanics to make this a more interesting game rather than a regular RTS. He brought RyMarq on board to help with the balancing of the game. This game would have been nowhere without Saktoth and RyMarq. Other members of the community Rio6, PurpleGhost, JWDE volunteer to add some features and provide bug fixes. Thank you very much! It's been fun watching the community discover new ship types and new strategies. Its been interesting to watch how the player base evolves over time. After the initial launch, Istrolid somehow managed to carve out a niche for itself. Some people have spent 1000s hours playing this game - this is amazing! This is only possible because of you - the istrolid players. I hope I can be there for you when you were there for me.
Balance Adjustments
We talked with the more experienced members of the community, and did some refinement off the first Community Balance Council Changes
Shaped Charge
- 100d 90d Damage, 100m 110m AoE, improved reliability
- 20t 25t Mass
Jump Drive
- 12% More jump power
- 16% Faster recharge
Autocannon
- 12 HP 15 HP
Sidewinder
- 10 HP 15 HP
- +5 Range
- -2.5% Energy Use
- +5% Bullet Speed
AI Fixes
AI Recharging behaviors with carriers should be much better. We went through a number of the older AIs, fixing up some broken behaviors and updating them a bit for the modern game. This will mostly affect the campaign, where many lesser used AIs dwell.
- Alpha Striker
- Beam Man
- Fireshower
- Liberty
- Mastermind
- Nayenne
- Razorback
- Battlestar
Bug fixes
- Fixed AI rule bug where charging fighter would not follow carrier ships.
- Fixed an issue where ships could go into a special dimension, disappear and shoot anywhere on the map.
Community Balance Council
We ran the [Community Balance Council](https://www.reddit.com/r/istrolid/comments/lxp3i3/community_balance_council_1/) reddit thread where you voted on the balance changes. We took the highest upvoted balance changes with slight tweaks and here they are:
Ranged Group Rework
by Owlfeathers (with influence from No-Personality 4982) These changes are a large rework to the range increments of the current game. They improve range mods for low-range use, diminish them for high range use, and generally increase some of the nuance in the range game. Generally speaking this is a broad normalization of range based effects. I look forward to seeing what options this opens up for classically mid-range weapons.
Spinal Mount
- Range +600m +500m
- Energy use +50% +25%
Demispinal Mount:
- Cost $5 $7
- Energy use +25% +10%
- Weight 10T 15T
Micro 360 Mount:
- Range penalty -34% -25%
Targeting Subsystem:
- Range +25% +20%
- Flat range N/A +80m
Heavy Cloak Rework
by Zango This one is going to be one of the larger changes to the game, despite only affecting one part. It represents a dramatic rebalance in what is viable cloaked and why. Light cloaked ships, especially Bombers that were only sometimes cloaked, they now have to pay a very real price in additional Weight to use the cloaking device. Short-Range Cruisers, especially more armored ones, should now be able to sustainable be cloaked, nullifying ranged attacks. There is some irony here that it comes at the same time as the range normalization, as this would indeed allow super-high range weaponry with less degeneracy, but I am sure it will find a powerful place enabling slower cloaked vessels that are still able to close on longer range targets.
Cloak
- Weight 10T 60T
- Cloaking Power 165T 420T
Jump Engine Rebalance
inspired by Owlfeathers A special note to the Dreamlight proposal. It indeed scored higher in the voting, but neither jump change was tremendously popular, but Owls represented something that could be altered to deal with the Heavy Cloak changes and the Game Engine changes that are making low-range jump turn more difficult.
Jump Drive
- Jump power 100% 250%
- Cost $25 $50
- Weight 6T 15T
- Min Jump Range 50 200
Sidewinder Changes
by Blazeroflasher and Dreamlight Two significant sidewinder buffs were proposed with near identical votes. To reconcile them and keep it reasonable, sidewinder was increased to 10$, along with autocannon (it seemed lonely). Both weapons get a 20% DPS increase from the change, along with mass reductions. This should help make them both interesting fighter weapons and keep them
Autocannon and Sidewinder
- 5 10$
- 10t 7.5t
- Reload Time 6.00 5.00
- Sidewinder Range 780 795
Tesla Changes
by Owlfeathers Tesla change did not receive the most votes, but nerfs were brought up in a couple places. We are therefore going with a somewhat reduced Tesla nerf, a sort of weighted-average of the Tesla changes.
Tesla
- Tesla Damage from 13 11
- Tesla Energy 1600 1375
- Tesla Bounce Distance 540 400
Mount Cost Reduction:
by Zango and Kyuriam
200 Turret
- Cost $15 $12
270 Turret
- Cost $27 $21
Ultralight armor Buff
by ProfessorUlf.
Ultralight Armor
- HP 8 9
Galaxy Puzzles
In order to prepare player coming from galaxy single player we are adding new design challenges to some of the early missions:
Bug fixes
- Fixed a bug with getting a new design in Galaxy Camping mode.
I would like to get some bug fixes out for you as we make our way to 1.0.0.
Area Centering
We are now going to do area-center instead of mass-center:
This makes ships way more centered but it takes away this mass centering puzzle. Its true some people did like, but mostly was a kind of chore that did not do much to balance anyways. It ended up not mattering that much after we made the weapon ranges in game longer and longer.
Units with Stasis Field will ram
Your ships with stasis fields will now ram targets when you order them with the F follow/focus order. This will make stasis equipped ships much easier and fun to use as they will just chase down their prey and kill it. Just like you designed them to!
Weapon Sounds
Artillery no longer sounds like it came from WW1. I made it sound more sci-fi. That arty sound always stood out to me as not fitting. I hope you like the new one.
I also made ship explosions to be deeper. You still get that same short explosion for fighters, but for bigger ships there are medium for medium HP ships and super deep explosion for high HP ships.
Ambient Sounds
I removed all of the annoying drones. I dont know what I was thinking when I added them. They were pretty annoying. I added two new action tracks though and deleted that one annoying action track. Music has never been strong in Istrolid - I hope it just makes it a little bit better. Who am I kidding, you have disalbed all music long ago!
Galaxy Update
The earlier tutorial levels did not prepare players sufficiently. We have added a design checklist, to guide players to better designs. We hope the new ship-building tutorials will better guide players to design sound and useful ships, highlighting the aspects that will be important to them as they grow and develop their fleet in the future.
Community Balance Council
We still have not made significant balance changes for 1.0.0. That is still ongoing please vote for your changes here: [Community Balance Council] (https://www.reddit.com/r/istrolid/comments/lxp3i3/community_balance_council_1/). There is still time to vote for the changes you want to see!
Bug fixes
- Fixed chat links not opening.
- Fixed Escape doing odd things with full screen.
- Fixed Quit Game button disappearing (you can never leave).
I know, some of you had trouble running the game. This is mostly due to aging underlying technology called Electron. Well good news I have updated it to the newest version to enable the biggest compatibility for you across Windows, Mac, and Linux. Wow so exciting well not really what is exciting is:
Community Balance Council
I want to try something new, something radical. Many of you have expressed your frustration with balance. But its very hard for me to know what the general community wants Go to this [reddit thread and make a top level comment](https://www.reddit.com/r/istrolid/comments/lxp3i3/community_balance_council_1/) with your balance change, please follow this format: Heavy Beam: Damage 38d -> 36d Energy Use 4000e -> 4500e It's going to make heavy beam less dominant in the meta. Right now every game has to have one. If balance change gets enough votes it will get approved and make it into 1.0.0! Thats right 1.0.0 is right around the corner.
The 1.0.0 release!
I want for Istrolid to continue to evolve, it refuses to die no matter how much you say that in the discord channels. Istrolid is part of me as much as it is a part of you.
Fleet Tabs
We are excited to introduce fleet tabs! Our fleets have been getting a little too full lately. With players having hundreds of ships its been getting pretty crowded. With fleet tabs you can organize your fleets in the way that works for you. Even more ships now!
Rework of the Jump Drive
Jump drive is being changed to be more dynamic and varied in its usage. Since its inception, Jump drive has been used primarily to bomb targets, or engage very rarely. The burst turning for larger ships has also been interesting, but it doesnt really fulfill the fantasy of a Jump Drive here. Jump drive now doesnt cost energy to jump and can recharge much faster for short range jumps. A new indicator also means you can control and understand the new Jump Drive a bit better. The hope here is that ships that make many smaller jumps will become more valid. We will keep an eye on how designs progress after the patch, and may continue to buff it to keep things in mind. Jump drive now has dotted-black markers showing its range when you select a specific unit. The range is now also 25% larger.
Importantly a units jump range now grows gradually as it recharges. After just a few moments, the fighter can already jump again here.
This enables smaller ships that can engage and then retreat more quickly, making jump engine more powerful for dynamic hit and run.
Beware, Jump Drive now costs energy and some cloak energy constantly in exchange for its free jumps. You will want to be using it on ships that Jump often and meaningfully, or you will be paying a bit of a tax from the extra energy costs.
Unit Info Panel
Pressing I will now toggle a unit stat menu on the upper left.
All units selected will be added up together, making it easier to calculate just how big a swarm of units is, and what it can do.
The stat panel also make it much easier to determine health or range of specific enemy units, no longer will players need to copy a unit to see its information.
Patch Notes
This patch introduces a slew of quality of life updates in addition to a set of balance updates to hopefully increase ship variety a bit by emphasizing the strengths and weaknesses of Spinal and Artillery weapons.
Survival Mode
Introducing survival mode: battle waves and waves of enemy ships as you try to stay alive and hold the control points. You can fight either single player or multiplayer. You can add any AI or AIs you would like to survive against. The waves increase in their number and their ferocity, there is no end.
Better Fleet Screen
You can now drag and drop fleets. If you have a ton of ships in your fleet screen this will greatly help you sift and sort them.
Balances Changes
Some slight tweaks to a variety of weapons. Overall balance seems very good generally, Tesla is overperforming slightly, Artillery is a bit weak but coming into its new role, and Flamethrower and Sidewinder are having their weaknesses covered just a bit more. Overall this should open up more variety in weapon selection among the less used weapons.
- Torpedo Shot Energy 1300 1250
- Tesla Shot Energy 1500 1600
- Artillery: Shot Energy Cost 4500 4100 and Mass 70 65
- Flamethrower Range 350 360
- Sidewinder base speed 272 304
- Push/Pull Wave Push/Pull Effect 10% stronger
- Demispinal Health 5 2
- 2x1 Reactors:Energy: 10k 20k and Output: 400 250
- Adv Shield Gen Energy Threshold 75% 40%
- Energy Transfer Health 0 10
AI Edits
- Prevented wiggling while capturing command points.
- Return to spawn charging command now causes the ship to wait at spawn until charged, preventing it from expending energy with conflicting commands.
- Better prioritize resting in AI commands that require it, improving some interactions with commands like follow player orders.
Bug Fixes
- Remove most offensive map colors from the game.
- Fixed a bug where players could lag the game by editing their ships.
- Fixed one of the Zyro AIs broken commands.
- Tweaked the formula that determines the distance ships use to follow such that they should more accurately stop one capable of shooting.
- Improved performance on handling large ships.
In this patch we are simply tuning previous changes. Sidewinder and Artillery are being brought a bit more in line, Push/Pull wave as well were underperforming, and should be easier to justify damage or reload modding. Overall goals are a continuation of the previous, to ensure Artillery is used in a balanced fleet, and to decrease the power of single-weapon spam.
Balance Changes
- Artillery: Reload Time 6 5.5, Speed 104 112, Energy 5000 4500
- Sidewinder: Range 740 780 Speed 256 272
- Heavy Beam: Damage: 37 38 Energy 5200 5000
- Push Wave: Range 750 775 Damage: 4 5
- Pull Wave: Range 825 850
- 1x1 Reactor: Energy 1800 2000
- Advanced Shied: Mass: 10 8
- No Overkill: Cost: 5 1 Health: 5 4
Fixes
- Jump Drive now uses Mass x 15 for both energy cost and indicator check. Functionally a balance change as well, though was intended long ago.
Artillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location. Rather than trying to minimize that, these changes seek to accept the area of effect, making artillery shots more rare and dramatic, therefore more dodgeable, but still very potentially powerful. PD and missiles are both rebalanced to reduce the impact on artillery from this change.
Additionally, shields and range are being changed to allow more long range spam as an option while also making it more counterable, increasing maximum range, reducing DPS at that range, and improving regeneration options.
Finally, components that are traditionally used on more expandable craft have had their price increased, as well as their health, in order to reduce the power of the most expendable versions, and increase the power of potentially re-usable options.
These three things form the core of this set of balance changes.
Balance Changes
- Micro 360 Mount: Cost 10 15, Health 5 20
- Demispinal Turret: Cost 8 7
- Stasis Generator: Health 1 10, Mass 5 6
- Heavy Shield Gen: Generation Rate 12 16
- Adv Shield Gen: Generation Rate; 2.4 3.2
- Shield Cap: Mass 8 10
- Cloak Gen: Cost 20 25 Energy Use 440 400
- Jump Engine: Cost: 15 20 Health 10 25
- Fighter Thruster: Thrust 2080 2160
- Weapons
- Light PD: Reload Time 2.0 2.5 Energy Cost 1000 1100 Damage 16 20
- Heavy PD: AoE: 6 12
- Torpedo: Reload Time 3.0 3.25 Energy Cost 1200 1300 Damage 22 24
- Missile: Reload Time 1.87 2.06 Damage 25 27
- Artillery: Reload Time 3 6, Speed 192 104, Energy 2000 5000, Damage 60 120, AoE 75 220, Mass 100 70T, Leads from outside of Range
- Sidewinder: Range 700 740 Energy Cost 1500 2000 Damage 34 35
- Plasma: Reload Time: 3s 3.25
- Heavy Beam: Damage: 35 37
- Emp: Range 610 620
- Orb: Range 1300 1400. Min Range 400 450. Reload Time 3.81 4
- Phase Bomb: Damage: 150 160
- Flame: Energy Cost: 200 400. Burn Damage: 20 24
- EMP Warhead: EMP Damage: 5000 4000. AoE 325 360
- Targeting Mod: Range Boost 20 25%. Reload Reduce: 25 30%
- Dampener: Cost 10 5. Energy Reduction 30 25%
Fixes
- Fixed AI Rally Point Interaction
- Fixed a bug where decals could effect ship size
- Improved Safari compatibility
- Fix the sound setting bug
- Fix challenge best time not saving
- Patched exploit where a player could disconnect other players
- Fixed the issue where too many ships or projectiles on screen could cause things to flicker./
AI Updates
- FireShower
Balance Changes
- Sidewinder Damage 30 -> 34
- Orb range 1400m -> 1300m, minimum range is now 1/3rd of max range, instead of depending on speed (an overall increase)
- Tesla damage 10 -> 12, energy cost 1300e -> 1500e, energy drain removed
- Heavy Point Defense projectile speed 560m/s -> 880m/s, energy cost 4400e -> 4000e, reload time 3s -> 3.25s, radius 18m -> 5m
- Overshoot of all projectiles except Sidewinder and Missile changed 50% -> 30%
Bug Fixes
- Artillery/Phase target indicators better fit their AoE
- Carriers now transfer to targets that have run completely out of energy
- Unit names are now limited to 50 characters
- AI will no longer have a chance of stalling when its targets are destroyed
- AI DPS conditions are now evaluated correctly
- Following an enemy ship will now get close enough to shoot even when that ship is running away
- Game rooms will now change modes correctly
- Weapons can no longer be placed between spinal mounts
- Build queue numbers update faster
- Ships can no longer be deleted if a player is in the fleet screen when a game starts
Visual Updates:
- New wide variant 2x1 Scout and Fighter thrusters for symmetrical fighters.
- Bulk Thrusters back to 1x2 visually.
- New decals and inner diagonal stripe.
- More statistics are displayed in the info pane for parts
- Artillery and Phase bombs have a new visual indicator
- Minimum range is now displayed as inward facing triangles.
Balances Changes:
- Dampener from -25% to -30% Energy cost
- Emp Warhead from 4000 to 5000 Energy Damage
- Added armed and unarmed categories to relative AI commands
- Fire damage is now displayed correctly in info pane
- Fixes to AI facing
- Fixes to orders.
Visual Updates:
- New wide variant 2x1 Scout and Fighter thrusters for symmetrical fighters.
- Bulk Thrusters back to 1x2 visually.
- New decals and inner diagonal stripe.
- More statistics are displayed in the info pane for parts
- Artillery and Phase bombs have a new visual indicator
- Minimum range is now displayed as inward facing triangles.
Balances Changes:
- Dampener from -25% to -30% Energy cost
- Emp Warhead from 4000 to 5000 Energy Damage
- Added ‘armed’ and ‘unarmed’ categories to relative AI commands
- Fire damage is now displayed correctly in info pane
- Fixes to AI facing
- Fixes to orders.
AI Fixes.
- Fixed AIs getting stuck somehow for no reason.
- Fixes issue in the AI editor, when moving rules up and down.
- Updated Mini Charger
- Kick AIs Upon Changing Game Mode. Previously AIs clogged up the player count, potentially locking a server if a player repeatedly added them and swapped modes. Now that they are kicked this is no longer possible.
Part Changes
- 180 Turret Mount, arc increased to 200, cost decreased from 18 to 15
- Sidewinder tracks further, moves faster, and does 25% less damage.
- Demispinal Turret Mount cost reduced from 10 to 8
- Dampener Mod hp increased from 5 to 10
- Heavy Flak hp increased from 5 to 10
AI Fixes.
- Fixed AIs getting stuck somehow for no reason.
- Fixes issue in the AI editor, when moving rules up and down.
- Updated Mini Charger
- Kick AIs Upon Changing Game Mode. Previously AIs clogged up the player count, potentially locking a server if a player repeatedly added them and swapped modes. Now that they are kicked this is no longer possible.
Part Changes
- 180 Turret Mount, arc increased to 200, cost decreased from 18 to 15
- Sidewinder tracks further, moves faster, and does 25% less damage.
- Demispinal Turret Mount cost reduced from 10 to 8
- Dampener Mod hp increased from 5 to 10
- Heavy Flak hp increased from 5 to 10
A bunch of visual, balance, AI and order giving fixes.
Balance Changes
Stasis Field: Price from 15 to 10 This should allow stasis to be more easily placed on fighters and other small craft without making a serious impact on their cost effectiveness. Spinal: -50 Range The base range of spinal was quite strong, this should bring that power down a little while we think about the role of spinal versus rangemods in the long time. Flamethrower: 1 normal dps to 2. Flamethrower really only works as a niche anti-heavy weapon, a bit more base damage should help it kill units it would otherwise struggle to kill with its DoT, such as fighters, while not necessarily making it too strong in those cases.
Visual Updates
Thrusters have got an overhaul, typing together the visuals of the two variants of bulk and cruiser so they are more clearly the same thruster type. Ultralight armour is now fully rotationally symetrical. A range of other small tweaks and cleanups.
AIs updated to work with rebalanced parts:
- FireShower
- PushForce
Bunch of order giving fixes.
- Stop, Self-D, Hold orders can no longer be shift-q'ed.
- You can now Hold with the Z key and issue many orders, after you let go they all will be executed.
- Follow Units renamed to Focus Fire/Follow (Many people did not realize that this command lets you focus fire on enemies)
- Orders are no longer sent to all observers (they are private now).
- Only the last order id is sent (which means a lot less network traffic from orders)
- Order shift-q increased from 8 orders to 50.
- Units during selection are sorted so that during line move they end up in the same place and don't switch positions.
- Line move positions are now interpolated better, drawing line fast or slow produces the same line.
- Orders no longer flicker when player issues orders and get them back from the server (player never gets them back now)
Design warnings are more descriptive
Design warnings now give instructions. For example: to add more wings if you cannot turn fast, to reduce weight if you are too slow, to reduce thrusters if they draw too much energy. This should help with player responses to these design problems.
A bunch of visual, balance, AI and order giving fixes.
Balance Changes
Stasis Field: Price from 15 to 10 This should allow stasis to be more easily placed on fighters and other small craft without making a serious impact on their cost effectiveness. Spinal: -50 Range The base range of spinal was quite strong, this should bring that power down a little while we think about the role of spinal versus rangemods in the long time. Flamethrower: 1 normal dps to 2. Flamethrower really only works as a niche anti-heavy weapon, a bit more base damage should help it kill units it would otherwise struggle to kill with it’s DoT, such as fighters, while not necessarily making it too strong in those cases.
Visual Updates
Thrusters have got an overhaul, typing together the visuals of the two variants of bulk and cruiser so they are more clearly the same thruster type. Ultralight armour is now fully rotationally symetrical. A range of other small tweaks and cleanups.
AIs updated to work with rebalanced parts:
- FireShower
- PushForce
Bunch of order giving fixes.
- Stop, Self-D, Hold orders can no longer be shift-q'ed.
- You can now Hold with the Z key and issue many orders, after you let go they all will be executed.
- Follow Units renamed to Focus Fire/Follow (Many people did not realize that this command lets you focus fire on enemies)
- Orders are no longer sent to all observers (they are private now).
- Only the last order id is sent (which means a lot less network traffic from orders)
- Order shift-q increased from 8 orders to 50.
- Units during selection are sorted so that during line move they end up in the same place and don't switch positions.
- Line move positions are now interpolated better, drawing line fast or slow produces the same line.
- Orders no longer flicker when player issues orders and get them back from the server (player never gets them back now)
Design warnings are more descriptive
Design warnings now give instructions. For example: to add more wings if you cannot turn fast, to reduce weight if you are too slow, to reduce thrusters if they draw too much energy. This should help with player responses to these design problems.
Speed Coil down to +50% from +60% bonus
Single speed coils were giving a lot of velocity, and less than 6x speed coil has quickly become common, so preserving the same extremes at 6 coils is less important. This also lowers the max velocities achievable with things like artillery stacks.
Waves now scale their power based on damage mods
With damage mods, you can now create a 'push/pull wave bomber', previously wave push/pull was unaffected by damage mods.
Quickscore displays current money, rather than earned money
Quickscore now displays the current available cash on hand, rather than the total earned over this game. This allows players to see if their enemies are saving up for a surprise rush and be confident in taking the last point and ending the game.
New effects and explosions
EMP warhead now has a zap effect so you can distinguish it from other warheads. Orb has a hit effect, and hit effects have been scaled up to be more visible.
Bug Fixes
- Joining games no longer takes so long.
- Sending more info than needed on game start.
Speed Coil down to +50% from +60% bonus
Single speed coils were giving a lot of velocity, and less than 6x speed coil has quickly become common, so preserving the same extremes at 6 coils is less important. This also lowers the max velocities achievable with things like artillery stacks.
Waves now scale their power based on damage mods
With damage mods, you can now create a 'push/pull wave bomber', previously wave push/pull was unaffected by damage mods.
Quickscore displays current money, rather than earned money
Quickscore now displays the current available cash on hand, rather than the total earned over this game. This allows players to see if their enemies are saving up for a surprise rush and be confident in taking the last point and ending the game.
New effects and explosions
EMP warhead now has a zap effect so you can distinguish it from other warheads. Orb has a hit effect, and hit effects have been scaled up to be more visible.
Bug Fixes
- Joining games no longer takes so long.
- Sending more info than needed on game start.
https://www.youtube.com/watch?v=36TJ2mM63BM
Dampener
A weapon mod that reduces the speed of a projectile by 8% and the energy consumption by 25%
Orb Launcher
A light, long range projectile with an arming phase. Useful for bombardment against slow enemies. Able to strike heavily point-defended enemies, as it is not a missile.
Demispinal and Spinal Changes
A lighter spinal that gives +250m range, for $10 and 15T. Spinal now gives +500m range for $20 and 40T. Spinal range bonus now applies after the % bonus from weapon mods, reducing max ranges with range mods.
Emp Warhead
An EMP Warhead and nerfs to current explosive warhead
Speed Coils
Changed effect scale. Has linear increase. Increases speed by 60%.
Sidewinder
Now circles in place when it has no target, rather then flying off away from the enemy.
New Engine Sizes
Larger Bulk Thruster(47$), Small Cruiser Thruster (44$)
Bulk Thruster Nerf
Below 60 m/s, bulk speeds should generally be faster. Above, they and bulk turn speed should be slower.
AI
- Now preserves hold position.
- Can skip the rally point.
- Evaluates the less range criteria correctly.
- Micor Changed
Bugs fixed
- Several order dropping bugs fixed
- AI bubbles are not shown in single player
- Units now turn if they have any non 360 arc
- Spelling fixes
- Cant mute server
- Fixed Surrender Spamming
- Friend list is now ordered
https://www.youtube.com/watch?v=36TJ2mM63BM
Dampener
A weapon mod that reduces the speed of a projectile by 8% and the energy consumption by 25%
Orb Launcher
A light, long range projectile with an arming phase. Useful for bombardment against slow enemies. Able to strike heavily point-defended enemies, as it is not a missile.
Demispinal and Spinal Changes
A lighter spinal that gives +250m range, for $10 and 15T. Spinal now gives +500m range for $20 and 40T. Spinal range bonus now applies after the % bonus from weapon mods, reducing max ranges with range mods.
Emp Warhead
An EMP Warhead and nerfs to current explosive warhead
Speed Coils
Changed effect scale. Has linear increase. Increases speed by 60%.
Sidewinder
Now circles in place when it has no target, rather then flying off away from the enemy.
New Engine Sizes
Larger Bulk Thruster(47$), Small Cruiser Thruster (44$)
Bulk Thruster Nerf
Below 60 m/s, bulk speeds should generally be faster. Above, they and bulk turn speed should be slower.
AI
- Now preserves hold position.
- Can skip the rally point.
- Evaluates the less range criteria correctly.
- Micor Changed
Bugs fixed
- Several order dropping bugs fixed
- AI bubbles are not shown in single player
- Units now turn if they have any non 360 arc
- Spelling fixes
- Can’t mute server
- Fixed Surrender Spamming
- Friend list is now ordered
Game Mode Changes
- 1v1t now has a 30 minute timer like all game modes.
Balance Changes
- Speed Coils: Cost 10 to 5. Speed boost 50% to 30%. Reload Penalty 1.25x to 1.15x.
- Jump Drive: Now removes half of Max Cloak on jump.
- Missile Launcher: Fire Rate Improved by 13%
- Flamethrower: Range, 330 to 350.
- No Overkill Mod: 1 HP to 5 HP.
- Made Sidewinder retarget on target death/cloak only.
Updated Several AIs
- LongPoint
- Orbiter
- Bulldog
- Yarki
- Sidewinder
- Furia
- Ficon
Bug fixes
- Fixed spectators editing ships not syncing with servers.
- Fixed sound sliders being hard to use.
- Fixed stop command not clearing hold position command.
Game Mode Changes
- 1v1t now has a 30 minute timer like all game modes.
Balance Changes
- Speed Coils: Cost 10 to 5. Speed boost 50% to 30%. Reload Penalty 1.25x to 1.15x.
- Jump Drive: Now removes half of Max Cloak on jump.
- Missile Launcher: Fire Rate Improved by 13%
- Flamethrower: Range, 330 to 350.
- No Overkill Mod: 1 HP to 5 HP.
- Made Sidewinder retarget on target death/cloak only.
Updated Several AIs
- LongPoint
- Orbiter
- Bulldog
- Yarki
- Sidewinder
- Furia
- Ficon
Bug fixes
- Fixed spectators editing ships not syncing with servers.
- Fixed sound sliders being hard to use.
- Fixed stop command not clearing hold position command.
Some rebalancing and bug fixes.
Balance Changes:
- Mid-Range Weapon Mounts have more HP, from 90/180/270 HP to 10/20/20 HP.
- Advanced Shield Generator Mass from 10 to 2.
- Jump Drive: Cost 10 to 15. Weight 5 to 6. HP 0 to 10.
- Jump Drive energy use works correctly now. Is 250/drive on jump.
- Sidewinder AI uses and gives Sidewinder.
- Fixed fleet design menu issue that could delete ships.
Some rebalancing and bug fixes.
Balance Changes:
- Mid-Range Weapon Mounts have more HP, from 90/180/270 HP to 10/20/20 HP.
- Advanced Shield Generator Mass from 10 to 2.
- Jump Drive: Cost 10 to 15. Weight 5 to 6. HP 0 to 10.
- Jump Drive energy use works correctly now. Is 250/drive on jump.
- Sidewinder AI uses and gives Sidewinder.
- Fixed fleet design menu issue that could delete ships.
Symmetry mode, better logic if you click really fast, and more bug fixes!
In this update I have added Symmetry mode. I think this is a good feature to add as it allows you to design symmetrical ships faster and easier, you can toggle it on and off at any time if you want part of your design to be asymmetrical.
- Added Symmetry mode.
- When drawing a line order for ships to follow, left clicking now issues the order instead of clearing the order.
- Brought back the 1x1 No Overkill AI Module that was removed by accident.
- Shaped Charge HP +5.
- Shields were tweaked.
- Fixed some bugs related to old style ships not loading.
- Fixed Shadow Armor parts did not flip properly, might break some ships, to fix this just flip the parts correct way.
- Fixed Sidewinder Damage readouts.
This version has some small fixes and the new addition of a share feature where you can share units by copy-pasting a string into a unit slot. The sharing string copies ship parts, names, stripes, DLC and even AI.
- Added new share box where you can get a string of your ship and post it anywhere.
- Spectators can now edit their designs in 1v1t
- You can now copy your owns ships without ghosting in multiplayer.
- New tips were added based on feedback.
- Fixed a bug with adding AIs that contained old style ships without AI rules.
- Fixed a bug on startup for some people.
- Fixed prioritization between cloaked and non-cloaked ships, cloaked ships will be targeted last if there are uncloaked ships nearby.
- Fixed stats on two shadow armor piece from the DLC being off.
We’ve been working on this patch for a while and as a result there are a lot of cool new features. This patch releases the Curves and Shadows DLC. This entirely new DLC comes with a suite of curved armour, new shadowed heavyweight armour, new corner pieces for Ultralight, diagonal striping and 1x1 decals. Equipped with this DLC, you can compete with your friends to make the best looking ships ever.. https://www.youtube.com/embed/g4jWiTtYDrM Along with a huge number of quality of life and under the hood changes, this patch also comes with a host of new and reworked parts, including new weapons and energy generation options, and a new play mode. UI Improvements
- Right click on a players name to mute them or add them to your friends
- Hold down shift to give multiple linked orders in sequence
- In 1v1t the fleet bar is locked to its starting 10 ships, with no mid-game redesign or fleet swapping.
- AI’s are disabled, meaning it is a contest of pure skill.
- A short range missile with a twin arcing behaviour
- Re-targets closest enemies mid flight
- Light and energy efficient.
- Allows a ship to jump up to 500m when given a movement order
- Excellent on bombers and warheads to close in on an enemy
- Lighter than Reactors, but do not add any HP or storage
- Take up more space, but come in smaller increments to tweak energy generation
- Displaced 100m forward, gaining more forward distance and less rear distance, making it better in pursuit than in retreat
- The slow is now a flat 50%, rather than effecting slower ships more and faster ships less
- Has a much reduced AoE and a cool new colourful effect
- Does 3% of the burnt HP per second, and burns to 100% of a ships HP
- The DoT always leaves a unit with 4 HP remaining, meaning the burn cannot finish off a target on it’s own
- The large/medium/small shields regenerate at 50%, 75% and 99% of storage, letting you use battery to charge shields
- Varying energy usage, but faster regeneration
- Rate of fire Swapped, Heavy Beam is now a burst weapon, Tesla is a constant stream
- This makes Heavy Beam better for sniping, while Tesla is for dealing with packs
- +100 base range for almost all weapons, giving extra reach to fighters and more maneuvering room
- +5t to the cloaking device, making very light cloaked units a little slower
Patch going out tonight A small set of tweaks to the flamethrower.
- Flamethrower
- Burn damage will no longer be 'reset' from future flamethrower hits.
- Flamethrower can now hit cloaked units like other AoE effects
- Max burn will no longer increase from damage mods
New Part: The Flamethrower
- Deals 34 Damage per Second.
- 32 DPS is in the form of 'burn damage'
- Burning ships take 8 DPS, while they have burn damage.
- Ships can have up to half their current health in incoming burn damage.
Balance Changes
- Targeting Subsystem: 25>20% range boost. 40>30T
- Afterburner: 10% energy use reduction
- Shaped Charge: 1>20 HP
- Pull Wave: 650>725 Range
- Stasis Field: 20>15$ 300-270 Radius
- Heavy Beam: 500>510 Range
Campaign Changes
- Several AIs retuned to be a more engaging fight (and better visually). Fighter, Anubis, Beamman, BatteryRam, and Tank
- Added restart button 3 Options: Return to Galaxy, Return to Editor (then fight), Restart Fight
Some significant balance changes for fighters this week. Fighters have base energy generation which means that they might be able to limp back to a charger carrier ship. They also gain a little bit of base armor. We made Speed Coils give slight range to weapons which makes them useful on small ships. Artillery and Flak got damage fall-off which means that small ships that are at the edge of the explosion don’t get as much damage. Phase Bombs and Warhead already had damage fall-off. Artillery is now worse vis fighters. Flak’s explosions got both range increase and damage increase to deal with the new fighter threat.
- Base Ship Changes
- Ship Base Health 1 to 5
- Ship Base Energy regen 0 to 40/sec (this is small, a 2x2 reactor generates 1000 e/sec)
- Weapon Changes
- Tesla: RoF and Damage Decreased by 5%.
- Flak Turret: Damage increased 25 to 35. Blast Radius 150 to 200. Damage decreases as enemies are farther from center of the blast.
- Artillery: Damage 50 to 60. AoE 50 to 100. Now has drop-off like Flak, Warheads, and Phase bomb.
- Speed Coil: Now grants an additional +50 weapon range, in addition to its velocity boost.
Some significant balance changes this week. Many of them have been planned for awhile, and we are just now getting them all out. We are trying to normalize missiles with normal weapons a bit. Currently PD is strong enough to shut down missiles too easily (because of how mod sharing now works). We are weakening accurate 100% successful PD, making it better against light harass. Additionally, we are trying to bring Heavy Armor back into a better place, as it was too reliant on a bug (ship pushing was too easy), which has now been fixed.
- Missile/PD Changes
- Artillery: 15% Reduction in Damage
- Missile: 15% Reduction in RoF
- Light PD: RoF massively reduced to 0.5 shots per second. Damage increased to 15 to maintain DPS. Range increased to 400.
- Micro 360: Range modifier 50% -> 66%.
- Armor Changes
- Heavy Armor: Mass reduced by 16%
- Volumetric Armor: HP Increased by 25%. Mass increased by 30%.
- Other Balance Changes
- Tesla: RoF Decreased by 20%.
- Module Sharing: Penalty increased with first weapon, approximately the same with 6 weapons per mod
- Ship Collisions: Technically a bug fix, but with large balance implications. Ships now respect mass correctly when pushing/being pushed.
- Galaxy Mode Changes
- Many bosses tweaked to be more engaging and less beatable by 'cheese' tactics.
- Fixed bugs with some AIs not spawning ships correctly.
Full Release Post: https://medium.com/@treeform/update-43-2-stasis-field-3a654db2b677#.vnjiqtjzj
- Balance Changes
- Tesla: Bounce range a flat 440 distance, now targets closest viable target.
- Phase Bomb: Damage now drops off as it hits max range. Max AoE: 75->100
- Heavy Armor: Mass increased by 50%
- Wave: Range decreased by 100. Slow effect removed. Lower AoE. Now Hits invisible targets.
This release we have a variety of balance tweaks, along with some substantial features for players who enjoy using the AI. Finally, copying ships no longer can be done trivially.
- Balance Changes
- Wave Guns Wave guns are less able to lock units in place and can now hit many units at once.
- Heavy PD Bug fix, technically, but heavy PD's reliability against large numbers of missiles should go up dramatically.
- 1x1 Reactor 12 Tons to 10 Tons, helping it a bit at its role as a lightweight reactor.
- AI Changes
- AI Save System Your AIs can now be saved locally, and used as teammates or enemies in-game. Every player in-game can now add AIs in multiplayer games.
- Cloak AI AI commands can now refer to cloaked ships specifically, or to being cloaked.
- Galaxy Changes
- Boss Rebalancing Bosses were tweaked for more consistent difficulty and for less stupid behavior in specific circumstances.
- Creeping Hoard Redesign Creeping hoard now gives the Spinal Mount, and has a bit higher difficulty.
- Short Update List
- Ranking is being updated to start from 0.
- All wins, even on unranked severs will give you points, up to 500.
- 1v1 servers are seperating into 'Ranked' and Unranked(default)
- Ranked servers will have an 'r'
The idea behind the new ranking system is that every one starts at zero rank and gains rank playing on any multiplayer server, but after you reach a limit of 500 rank you need to transition to playing on competitive servers were you can also lose rank. This way every one can see their rank grow and only lose rank if you feel up to it.
We are going to reset the ranks, but don’t worry your ranks will not be reset to zero. Instead we will use your past games to compute the rank you would have had if you played the game using the new ranking system form the start.
We are going to have both unranked 1v1 and ranked 1v1“r” servers from now on. These are King of the Hill servers, if you lose you are kicked from the match and some one else can challenge the winner. These servers also keep track of your win streak. These competitive servers allow you to gain more then 500 rank and also lose it. You can’t lose rank bellow 500.
We are adding a series of changes that should further enable a huge amount of ship variety. Additionally, we have some updates from the last 'Reddit Suggestions' vote, which I hope you enjoy. Please vote for your favorite suggestions!
- Parts Changes
- Spinal Mount Added A new mount that adds a flat bonus of +300 range of its weapon, but has a very narrow arc and can only support 4 modules. Using this can substantially alter the dynamics of a weapon, more that doubling the range of close quarters guns.
- Changes to module sharing Rather than splitting effect, modules now only suffer -10% effect for every additional gun they support. This means that putting many guns on a module is now often a reasonable tactic, something previously unheard of in competative play.
- Tesla Cannon now Bounce up to 10 times This is a large decrease to its effectiveness under most conditions, but manages to keep the weapon interesting alongside its high burst.
- Cloak decloak radius now 100 (from 0), Collisions were often fairly finicky for decloaking ships, which was not the intention. If a ship is directly adjacent to a cloaked ship, it will now decloak.
- UI Changes
- Can move ships in Editor Pressing the arrow keys will now move a ship in the editor, in case you started in a poor position.
- Basic Matchmaking
Join 1v1/2v2/3v3 buttons now exist in multiplayer lobby screen. They will have you join the server with the best chance of a game available for you.
Thank you for playing, we are going to keep trying to make this game the best it can be.
A smaller update this time. We are adding: Faction (Clan) Tags Can be setup in your profile. As of right now no other faction options exist. New Rank Icons Should be a bit more gradient, several more to cover early experiences. Campaign Mode Bugs Fixed some bugs in campaign mode. 'Targets' Tutorial mission now has the targets move again.
We have an assortment of game improvements this time. A few balance changes that were generally frequently requested, and some general improvements to game operation.
- Balance Changes
- Tesla
- Now always tries to chain to 4 targets.
- Splits damage between targets, making it weak vs tanky groups.
- Deals competative DPS, with minor EMP damage to make it better vs shields.
- Warheads
- Have linear damage drop-off up to their new max radius of 300.
- This is in almost all cases a nerf, and they will be watcehed for current balance.
- UI Changes
- Servers now display skill of highest player.
- More visible game countdown.
- AI no longer copied with the ship, when you copy a ship.
- Bug Fixes
- General performance optimizations.
- Fixed a few chat bugs.
- Other
- Servers will now be brought up and taken down as needed. The system is new, and in refinement, but it should allow us to have better servers for the players by not keeping up unnecessary ones. For the moment all servers are now being hosted in America.
AI stays with the ship
One of the runner up suggestions from the previous voting & suggestion thread was the ability to keep your AI with the ship. This allows you to save your AI into the fleet section and swap out whole AI fleets. Have multiple AIs you are working on etc..
Units that have the little corner on their name are units that have AI rules attached to them.
Balancing Changes
- x2 Front and Back pieces changed to $3/$2 from $5/$3
- Slight nerf to warhead AoE, from 210m to 200m
- Nayenne
- WaveMotion
- SparkShower
- FireFly
- AssaultandBattery
- RushDown
- BaitandMissile
- SiegeCore
- AlphaStriker
Our rank experiment is continuing. We had to reset some people’s ranks due to “rank” farming. So don’t rank farm, it’s really easy for us to see who is doing it. We are thinking of ways to roll them out to the 2v2 and 3v3 in the future. See you in game!
We are happy to introduce the first version of a competative Ranking system. In addition, we have a number of smaller bug fixes this patch
- Player Rankings
- Calculated during 1v1 mode only.
- Your first games will give you a bonus as you learn.
- All 1v1 wins will give you Ranking Points from your enemy, based on the difference in your rankings.
- This system will be subject to changes early on, as we try to expand and improve it.
- A players 'tier' or skill bracket is shown above their color.
- Bug Fixes
- Massive reduction in bandwidth use of lobby.
- Fixed some issues related to Deletions not saving.
This update comes with several small general fixes and a range of balance changes to weapons. These are aimed mostly at normalizing all weapon costs to $5, bringing most weapons down from $10. This should allow stacking low-angle mounts to be more competitive than before when compared to hex-modding, so that we can see more large battleships which stack forward-mounted weaponry, rather than everything being able to fire in 360 and using hexmods.
- Balance Changes
- All weapons now cost $5.
- Heavy PD damage 44->60, making it more a versatile PD/weapon hybrid.
- Heavy beam 40T-30T
- Flak range 350->360, projectil speed 30->27. This helps it slightly when retreating, but makes it easier to dodge.
- Autocannon range 500->470 as it benefits a lot from the price drop.
- Tesla energy use down 10%.
- Warhead weight 5T->6T
- Phase bomb damage 180->150. AoE 50->75. This should make them less swingy and more reliable, but they still probably need a rework.
- General fixes
- Fixes to spelling and wording.
- Fixes to login/password reset.
- Clicking on links fixed
- Copy/Paste fixed on Mac.
A lot of players have asked how they can support the game, so we’re releasing our first pack of cosmetic features for players who want to show their love for the Istrolid, and help with our rising server costs! For $10 you get all these cool decals that you can add on top of armor or batteries anywhere on your ship:
All supporters also get pioneer features as a bonus, including the ability to rotate all armor pieces and wings as well as name your ships.
This DLC includes:
- Insignias
- Letters & Numbers
- Stripes
- Ability to rotate parts
- Ability to name ships
Updates have been a little bit slower this week as we try to complete some larger projects. That said, we still have some improvements to the fleet screen and editor.
- UI Improvements
- Dragging onto units now swaps the units, rather than copying over.
- Now gives a red indicator when dragging off the fleet screen will delete.
- Holding alt and click on a unit now deletes it instnatly.
- Holding alt and clicking on a part now deletes it.
- Balance Changes
- Missile no longer hits cloaked units, and will stop tracking when the unit cloaks.
We have a series of improvements to campaign mode this patch. Most notably, we have improved the boss fights, with 5 new bosses. Galaxy Changes
- New Progress System
- Displays the highest difficulty you beat a mission at.
- Galaxy remains available after you win, so you can replay as much as you want
- Streamlined the tutorial levels a bit.
- New Bosses
- Tempest: Hit and Run Skirmishing Boss
- MasterMind: Powerful defenses with a stealthed boss hiding behind them.
- Zeus: Powerful Tesla-based AI that tries to keep it shields up.
- DeathStrike: Fast and powerful assault AI that uses giant recharging stations to function.
- SwarmLord: Carrier Boss with a hoard of units using it as a base.
We continue to work on some larger projects for you, but in the meantime we have some fixes. Cloak
- Now does not cost energy when you are not cloaked.
- Costs 400/energy a second while cloaked, until you hit maximum cloak.
- Now only decloaks when the ship actually fires, not just when it has a firing solution.
- Was in a bit weak of a place because of volumetric.
- Now has half its former mass.
It’s now been a week since I launched Istrolid on Steam. Before the launch, I thought maybe a few thousand people would check it out but I was way wrong. Instead, Istrolid has had over 70,000 people try it out so far. This is 10,000 people per day, which is crazy-awesome-amazing! About 1,000 people play Istrolid every hour:
Since Istrolid got so many more players than I expected, I had to create a bunch of new servers on the first day. This was an interesting challenge because I hadn’t built a good system for bringing up new servers. I didn’t think I’d need one, but I was wrong and here is what I built:
Along with bringing up a bunch of new servers, I’ve also been updating the game many times a day. Istrolid is set up so I can put out updates without requiring a new download on Steam. This means you’ve been getting updates and bug fixes without even noticing!
Most of these updates have been fixes to unexpected issues that came up because so many more people are playing the game than I had anticipated. Here are some issues I’ve this fixed this week:
- On launch day, the global chat quickly got overwhelmed with people (and spam) so I added per-server chat and the ability to mute and ban people.
- I had a bug that meant some players lost their progress and ships. I have now fixed this issue but I know how frustrating it was for those that lost their stuff. I feel really sorry about this bug.
- Some players were kicking other players from games without any reason. Before Steam, this never happened so I didn’t even realize it would be an issue. To help stop this from happening, I added a host system, where only the host of the server can kick other players.
- One funny bug was that nuclear warheads were unintentionally way overpowered for a while. Luckily this reported and fixed before too many people even noticed.
Looking back at this launch week, it has made me realize how humble the beginnings of Istrolid really were. Istrolid started as a simple WebGL prototype with spaceships you could fly around. I’ve always liked space and explosions. In the demo, you could only build 13 ships. There was no design component yet, it was all really simple. From there, the game just expanded and improved.
Saktoth and RyMarq joined in to help me improve the game in the very early days. We worked together to add some of the coolest features in Istrolid. Probably the best one was the ability to design your own ships. Multiplayer also really made the game better because you could battle your ships against other people’s, seeing who had designed the best fleet.
Istrolid took us over a year to create. That’s a long time, but it was also a lot of fun. We chose to make Istrolid free because we wanted to get as many people to play it as possible. This is what makes us so happy about our launch being so successful with so many players. It’s amazing so many people are playing our game. Thank you!
We have been trying to improve the multiplayer experience in what ways we can right now. Most importantly though, thanks to Treeform's hard work, we believe we have fixed all problems with player's ship lists being wiped. As of last version it should have been rare, but now it should be a thing of the past entirely Bug Fixes:
- Fixed losing ship-lists. Ships will now never be deleted if a conflict occurs, in the worst case of error's duplication is now the failure state (and still very unlikely).
- Massively reduced performance cost of warheads (it was entirely too high).
- Fixed a bug that would cause shaped charges to do radically too much damage.
- Shaped Charges now have a built in No Overkill behavior. If they would kill the target twice over, they do not trigger. This means that unlike basic warheads, they will not trigger on small intercepting craft.
- Warheads will no longer trigger on a ship with Shaped Charged, until that ship dies. Combining the two will allow warheads that don't die to random tiny ships, and can penetrate deeper into an enemy squad before exploding, but are a bit heavier and harder to use.
Its been a bit of a hectic start over here, but we are overcoming the first hurdles of the steam release.
- Bug Fixes:
- Fixed a major cause of progress loss.
- Improvements to server stability.
- Most noteably:
- Servers now have local chat-rooms, and wont be affected by global spam.
- Server list is now better sorted to find games easily.
- Moderation tools have been added to deal with problematic players.
- The first player to join a game becomes the 'host', and will control adding AIs and kicking players.
Istrolid
treeform
treeform
2016-05-06
Indie Strategy Singleplayer Multiplayer
Game News Posts 47
🎹🖱️Keyboard + Mouse
Very Positive
(2636 reviews)
http://istrolid.com
https://store.steampowered.com/app/449140 
The Game includes VR Support
Istrolid Linux [177.75 M]
Istrolid - Paint Job
Istrolid - Curves and Shadows
Challenge your strategies and stretch your creativity, perfecting your spaceships' designs before taking them onto the proving grounds of battle. Jump straight into tense fights for territorial control where you maneuver your ships to best use their energy, ranges, firing arcs, turn rates and firepower.
Conquer an entire galaxy in the single player campaign, where you collect the parts you need to build bigger and meaner ships. Use them to defeat increasingly tougher and more complex opponents. Test the strength of your designs in multiplayer combat, fighting solo or with allies. Face custom AIs with their own fleet lineups or even design your own AI that fights by your side.
Are you ready?
- Processor: 64bitMemory: 1 GB RAM
- Memory: 1 GB RAM
[ 5949 ]
[ 1903 ]