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Beta 1.22 "The Speed of Harvestation"
You can now speed up and slow down the game with a handy speed slider. Try combat at half-speed! Yes, we will be hotkeying this and other actions soon. We now have interactive music as designed! Music that had no business in the start of the game no longer appears, hooray. The death jingle now plays, and starmap and main menu music play. In the starmap, a beacon now appears showing the direction of the rendezvous when you hover your current location. Theres a known bug that only shows the beacon while Harvesters are present which will be fixed in 1.23. Arrow keys and enter now work for most actions. Well continue to add keyboard functionality into the game. Shields now fully and properly block lasers from firing if the firing ship is under them. Ships that are blocked now display a message in their hover state. Attack is greyed out when this is occuring, and a mouse tooltip appears explaining why. I experimented with a Harvester delay mechanic: if you jump before the Harvesters show up, you gain one additional full day of Harvester-free time. It works, but I need to weigh whether or not it adds or detracts from the game. Let me know what you think! Ships that are attacked but are outside of their own weapon range attempt to get close enough to fire, unless they have a hold fire ROE or are in a players formation. Nukes and mines now show their ore cost to fire. Weapons are now sorted in trade views. Minefields can now be deployed while paused. Minefield spacing and mine range were also adjusted. When ore is zero, fix and repair commands are now greyed out and appear with an appropriate mouse tooltip.
Thanks to some solid bug reports, I fixed dozens of minor issues with events, made some nice tweaks, and expanded out some others. Some timers were fixed or adjusted as well. I discovered that pirate events werent spawning in v1.21 so I fixed that. I also improved some of the logic in those events. The pirates - they are back and worse than ever! There were a wicked couple of bugs that locked a ship into an attack state when it was attacked (or ROE changed to weapons free) (erasing its existing order), and Heru nuked those. We believe we took care of a sound-related bug and aksoundengine.dll errors. Relationship changes as a result of event choices now show earlier, giving better feedback through the color change in faction captains. The maroon command now works as designed, helping to make it clear that you can put the wrong faction aboard some ships, but theyll be left behind if you do. Several cases related to crew transfers were cleaned up and tooltipped to make it very clear what can and cannot be done in a given context. When jumping while paused, seized ships now stay with the seizing ship instead of appearing randomly on the tactical playfield. Scouting with a formation leader no longer throws an error. When we erase an old save game we show a message. We also cleaned up the game reset when that happened. A couple of fresh nasty bugs were caught before deployment.
The starmap rendezvous beacon does not display unless the Harvesters are present at your current destination. If youre having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like. This is a temporary workaround.
[ 2019-11-09 21:38:59 CET ] [ Original post ]
XO's latest update is now live on Steam. Turn the music back on, play with game speed and tell us what you think!
CHANGELOG:
You can now speed up and slow down the game with a handy speed slider. Try combat at half-speed! Yes, we will be hotkeying this and other actions soon. We now have interactive music as designed! Music that had no business in the start of the game no longer appears, hooray. The death jingle now plays, and starmap and main menu music play. In the starmap, a beacon now appears showing the direction of the rendezvous when you hover your current location. Theres a known bug that only shows the beacon while Harvesters are present which will be fixed in 1.23. Arrow keys and enter now work for most actions. Well continue to add keyboard functionality into the game. Shields now fully and properly block lasers from firing if the firing ship is under them. Ships that are blocked now display a message in their hover state. Attack is greyed out when this is occuring, and a mouse tooltip appears explaining why. I experimented with a Harvester delay mechanic: if you jump before the Harvesters show up, you gain one additional full day of Harvester-free time. It works, but I need to weigh whether or not it adds or detracts from the game. Let me know what you think! Ships that are attacked but are outside of their own weapon range attempt to get close enough to fire, unless they have a hold fire ROE or are in a players formation. Nukes and mines now show their ore cost to fire. Weapons are now sorted in trade views. Minefields can now be deployed while paused. Minefield spacing and mine range were also adjusted. When ore is zero, fix and repair commands are now greyed out and appear with an appropriate mouse tooltip.
BUGS:
Thanks to some solid bug reports, I fixed dozens of minor issues with events, made some nice tweaks, and expanded out some others. Some timers were fixed or adjusted as well. I discovered that pirate events werent spawning in v1.21 so I fixed that. I also improved some of the logic in those events. The pirates - they are back and worse than ever! There were a wicked couple of bugs that locked a ship into an attack state when it was attacked (or ROE changed to weapons free) (erasing its existing order), and Heru nuked those. We believe we took care of a sound-related bug and aksoundengine.dll errors. Relationship changes as a result of event choices now show earlier, giving better feedback through the color change in faction captains. The maroon command now works as designed, helping to make it clear that you can put the wrong faction aboard some ships, but theyll be left behind if you do. Several cases related to crew transfers were cleaned up and tooltipped to make it very clear what can and cannot be done in a given context. When jumping while paused, seized ships now stay with the seizing ship instead of appearing randomly on the tactical playfield. Scouting with a formation leader no longer throws an error. When we erase an old save game we show a message. We also cleaned up the game reset when that happened. A couple of fresh nasty bugs were caught before deployment.
Known issues:
The starmap rendezvous beacon does not display unless the Harvesters are present at your current destination. If youre having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like. This is a temporary workaround.
[ 2019-11-09 21:38:59 CET ] [ Original post ]
XO
Jumpdrive Studios
Developer
Jumpdrive Studios
Publisher
2019-12-02
Release
Game News Posts:
46
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(78 reviews)
Public Linux Depots:
- XO Linux Depot [362.04 M]
XO is a relentless, strategic fleet defense game, blending real-time with pause, political intrigue and a punishing drive to survive.
Take command of the last battleship, gather a fleet and try to unite five hostile factions in a desperate bid to save humanity from an enemy that cannot be defeated.
Rescue survivors when you can, persuade ships to join your fleet if you can -- and force ships to join when you must.
Over 30 different ship types giving you many ways to configure your fleet.
Over 400 unique and challenging events in a procedural universe to maximize replayability.
Original soundtrack by Jim Guthrie
You won't be able to save everyone. As fleet commander, it's your job to make the call: do you save the damaged military destroyer to add more firepower to your fleet, the tanker that will extend the fleet's range, or rescue the farmship capable of producing enough food to keep your people alive?
You'll encounter ships under distress, desperate refugees, greedy merchants, wreckage and caches to loot, shipyards and stations, enemy traps... and much more in over 400 hand-crafted events.
You are faced with a fractured political landscape where five factions squabble and fight. Your actions will have a direct impact on the relations between the factions. Do you try to unite them all, take sides, play them against one another or shoot first and ask questions later?
Each situation you encounter will require thoughtful leadership. Demands, urgent calls for help, and interesting opportunities will present themselves, often at your most trying moments.
Faction leaders provide you additional political tools including intimidation, diplomacy and haggling.
The action takes place in close orbit around planets. Ships fly on a 2D plane; inertia acts against ships. Acceleration/deceleration, turn rates and weapon ranges make a difference. Custom formations allow you to make the most of your offensive and defensive capabilities. Warships can be issued Rules of Engagement (ROEs) limiting their combat actions.
There are several types of weapons at your disposal, lasers, missiles, mines, shields and the devastating nuke.
However, one does not enter combat lightly; weapons drain your precious resources and can even delay your ability to jump away.
Resources are plentiful; time, however, is not. In order to keep your fleet going, you'll need water, fuel, and ore. Collection is automatic, but the time it takes to collect what you need may require the sacrifice of hundreds of brave souls. Wily and creative captains may also find these resources at space stations, depots, and aboard abandoned starships.
Your exodus will take you to many worlds. You'll come across habitable worlds, gas giants, airless rocks, frozen wastelands, and hellish molten planets. Each can be tapped for the precious resources you need to survive... provided you have the right ships in your fleet.
Take command of the last battleship, gather a fleet and try to unite five hostile factions in a desperate bid to save humanity from an enemy that cannot be defeated.
Rescue survivors when you can, persuade ships to join your fleet if you can -- and force ships to join when you must.
Over 30 different ship types giving you many ways to configure your fleet.
Over 400 unique and challenging events in a procedural universe to maximize replayability.
Original soundtrack by Jim Guthrie
Gameplay
- Emerge from jumpspace near a planet where you will begin rescuing survivors, scouting ahead, and defending against ever-stronger waves of enemies until you judge it is time to evacuate the fleet.
- Navigate treacherous political scenarios in a time of upheaval as the war brings out the best and worst in people.
- Choose the next planet to jump to based on limited intel, taking into account the resources you need, reported enemy strength, and refugees at each possible destination.
- Spin up the fleet's jump drives and lead your able ships to the next planet.
- Resources are automatically gathered, but the ships in your fleet influence your gathering rates and capacity -- as do different planet types.
- Use your resources to upgrade ships, manufacture weapons, and make critical repairs.
- Hope you have the right ships and enough resources when the enemy finally closes in.
Triage
You won't be able to save everyone. As fleet commander, it's your job to make the call: do you save the damaged military destroyer to add more firepower to your fleet, the tanker that will extend the fleet's range, or rescue the farmship capable of producing enough food to keep your people alive?
Events
You'll encounter ships under distress, desperate refugees, greedy merchants, wreckage and caches to loot, shipyards and stations, enemy traps... and much more in over 400 hand-crafted events.
Politics
You are faced with a fractured political landscape where five factions squabble and fight. Your actions will have a direct impact on the relations between the factions. Do you try to unite them all, take sides, play them against one another or shoot first and ask questions later?
Each situation you encounter will require thoughtful leadership. Demands, urgent calls for help, and interesting opportunities will present themselves, often at your most trying moments.
Faction leaders provide you additional political tools including intimidation, diplomacy and haggling.
Combat, Weapons and Movement
The action takes place in close orbit around planets. Ships fly on a 2D plane; inertia acts against ships. Acceleration/deceleration, turn rates and weapon ranges make a difference. Custom formations allow you to make the most of your offensive and defensive capabilities. Warships can be issued Rules of Engagement (ROEs) limiting their combat actions.
There are several types of weapons at your disposal, lasers, missiles, mines, shields and the devastating nuke.
However, one does not enter combat lightly; weapons drain your precious resources and can even delay your ability to jump away.
Resources
Resources are plentiful; time, however, is not. In order to keep your fleet going, you'll need water, fuel, and ore. Collection is automatic, but the time it takes to collect what you need may require the sacrifice of hundreds of brave souls. Wily and creative captains may also find these resources at space stations, depots, and aboard abandoned starships.
- Fuel: Easiest to find. Used for nearly everything, from laser weapons and shields to the powerful jump drives that fling you between stars.
- Water: Somewhat common. Used primarily for factory foodships that feed the fleet.
- Ore: Slowest to obtain, somewhat rare. Used for repairs, upgrades, missile-type weapons... and bribes.
Your exodus will take you to many worlds. You'll come across habitable worlds, gas giants, airless rocks, frozen wastelands, and hellish molten planets. Each can be tapped for the precious resources you need to survive... provided you have the right ships in your fleet.
MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: Core i5+Memory: 2 GB RAMStorage: 350 MB available space
- Memory: 2 GB RAMStorage: 350 MB available space
- Storage: 350 MB available space
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