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Victory, thy name is Pancakes
Ships now move in the closest direction if you just click the action (e.g. attack). You can change direction by highlighting the movement arrows. This should make movement even easier. Save games are now resumed paused. Much better. Faction leaders are now visible when doing crew transfers or scanning ships in your own fleet. Theyre still hidden on non-fleet ships and will remain so. Hovering a formation now displays ships forming up making it clearer that a formation is waiting for all ships to arrive before executing an action. What happens when you achieve victory was cleaned up, adding in all the goodness that happens when you lose - stopping the game and ensuring that it couldnt be resumed after a save, and numerous things of that nature. End game is now 100% complete. Credits now roll when you achieve victory, as well as the victory song. :) Elapsed time was removed from the end game and victory screens; it wasnt really working and may have been giving the wrong idea. Trying to speedrun XO will result in failure. You have been warned. The game over dialog was made similar to the victory screen. Except, you know, for the victory bits. Some end game bits were adjusted for fairness and sanity. No spoilers here. Quite a few conditions were added to quite a lot of events to accommodate things like destroying pirates. This led to me doing a pretty big rework of the pirate-style events, and they work a lot better now. Shields no longer have an effect on abandoned ships, making it substantially easier to repair hostile shieldships. I found time to add some more events, but I spent more time cutting dialog and tightening up quite a few events. Theres a lot more to cut. ^isRendezvous and ^victory are now the default for events.
Ships and formations now defend themselves properly when they are given the defend ROE. A different bug that prevented ships in formation from attacking when a formation ship was disabled was eradicated. Weapons free now properly attacks anything hostile/enemy in range, closest first. Mining lasers now take out nukes just like their big sisters do. The formation forming up tag logic was cleaned up. A seized, crewed ship (or a recrewed ship) that is given a jumpaway order (by an event for example) will properly break away and jump. You can no longer get a fake victory by restoring a savegame from the rendezvous. A bug preventing jumping was unbugged. Our event victory and isRendezvous tags were tested and debugged and fully work now. The left arrow had stopped pulsing when the comms in progress was pulsing. Fixed. Melting a ships weapon no longer strips it of all actions. The nuke was restored to its proper level of nukification. If you tried to nuke a Harvester carrier just as it was jumping in, it would cause a problem. Now it just fails elegantly. An unusual issue that was causing the battleship to rotate and change direction when other ships spawned was put down. We unmapped a couple of controller buttons as they were doing a save/exit when pressed and it was looking like a crash. Controller support is pretty awful right now, dont try it. Scouting should work properly on Mac. A couple of bugs related to resuming from victory conditions were cut off. More than a big handful of autobugs were summarily fixed by Heru.
If youre having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like. Feedback is not working from the native Linux version and we have no idea why. If you have an idea why, please hit us with a cluebat.
[ 2019-11-30 06:05:40 CET ] [ Original post ]
Were going Early Access on Monday so we may be pushing one last update late Sunday night. We are psyched! Congratulations to Drive By Pancakes for being the first human to achieve Victory in XO! An XO t-shirt will be winging its way over, and if you come across a certain Rover ship bearing Pancake's name, hopefully the Croft will bring your fleet luck. A huge thank you to all the suggestions, feedback, bug reports, email, comments, tweets and other electronic missives from our awesome Kickstarter backers! It has been so, so great to hear from so many people loving XO!
Changelog
Ships now move in the closest direction if you just click the action (e.g. attack). You can change direction by highlighting the movement arrows. This should make movement even easier. Save games are now resumed paused. Much better. Faction leaders are now visible when doing crew transfers or scanning ships in your own fleet. Theyre still hidden on non-fleet ships and will remain so. Hovering a formation now displays ships forming up making it clearer that a formation is waiting for all ships to arrive before executing an action. What happens when you achieve victory was cleaned up, adding in all the goodness that happens when you lose - stopping the game and ensuring that it couldnt be resumed after a save, and numerous things of that nature. End game is now 100% complete. Credits now roll when you achieve victory, as well as the victory song. :) Elapsed time was removed from the end game and victory screens; it wasnt really working and may have been giving the wrong idea. Trying to speedrun XO will result in failure. You have been warned. The game over dialog was made similar to the victory screen. Except, you know, for the victory bits. Some end game bits were adjusted for fairness and sanity. No spoilers here. Quite a few conditions were added to quite a lot of events to accommodate things like destroying pirates. This led to me doing a pretty big rework of the pirate-style events, and they work a lot better now. Shields no longer have an effect on abandoned ships, making it substantially easier to repair hostile shieldships. I found time to add some more events, but I spent more time cutting dialog and tightening up quite a few events. Theres a lot more to cut. ^isRendezvous and ^victory are now the default for events.
List of Bugs Eradicated
Ships and formations now defend themselves properly when they are given the defend ROE. A different bug that prevented ships in formation from attacking when a formation ship was disabled was eradicated. Weapons free now properly attacks anything hostile/enemy in range, closest first. Mining lasers now take out nukes just like their big sisters do. The formation forming up tag logic was cleaned up. A seized, crewed ship (or a recrewed ship) that is given a jumpaway order (by an event for example) will properly break away and jump. You can no longer get a fake victory by restoring a savegame from the rendezvous. A bug preventing jumping was unbugged. Our event victory and isRendezvous tags were tested and debugged and fully work now. The left arrow had stopped pulsing when the comms in progress was pulsing. Fixed. Melting a ships weapon no longer strips it of all actions. The nuke was restored to its proper level of nukification. If you tried to nuke a Harvester carrier just as it was jumping in, it would cause a problem. Now it just fails elegantly. An unusual issue that was causing the battleship to rotate and change direction when other ships spawned was put down. We unmapped a couple of controller buttons as they were doing a save/exit when pressed and it was looking like a crash. Controller support is pretty awful right now, dont try it. Scouting should work properly on Mac. A couple of bugs related to resuming from victory conditions were cut off. More than a big handful of autobugs were summarily fixed by Heru.
Known issues
If youre having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like. Feedback is not working from the native Linux version and we have no idea why. If you have an idea why, please hit us with a cluebat.
[ 2019-11-30 06:05:40 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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