We can now branch events from within events. If youve read some of the discussions in our forums here, you know how excited we are about this! Branched events can even be made aware of things ships have done in the prior event, which opens up some really fun possibilities.
In 1.32 event branching is in place on all crew rescues. The more dynamic tier 2 branching is only in Rover crew rescue events right now. Well be adding more branched events over time.
Hotkeys have been expanded to include Jump, Hail, sCan, goto waypoint (X) and attack (Z). All of these keys are remappable in options. You can also now swap mouse axes in options. Hotkeys have been disabled in the feedback form, so youll be spared from accidentally jumping or attacking.
So now to set a waypoint, just select the ship, hover where you want the ship to go, and hit X. Scanning works with or without a ship selected, just hover the ship you want to scan and hit C. Of course you can still use the context menu.
The enter key also now acts as continue for all dialogs. The escape key still skips all dialog (until the next choice).
The rendezvous can no longer be Harvested by between-jump expansion. Itll make more sense when you get there.
Also, water riots no longer trigger once you reach the rendezvous, this includes after you achieve victory too.
I did UI design and technical specification work for our upcoming next major update which is... slot unification and cargo! Yes, ship slots are about to become multipurpose! When we finish implementing this feature it will allow civilian ships to carry weapons (but not use them, at least not without modifications), and cargo items will be introduced. Well talk more about this when it is ready!
Tooltips now appear when you hover trade and repair destinations in the starmap.
When you hover the attack action, and your ship is in the defend ROE, we now display a tooltip letting you know your ROE will be auto-switched to weapons free.
All Devastators have been adjusted to jump in much farther away from the fleet, should you be unlucky enough to jump into Harvester-controlled space. This should somewhat delay the devastation.
Trade and repair events no longer spawn when overrun by Harvesters, and their starmap icons are also removed. Similarly, once visited, trade/repair events no longer will spawn at a given destination and the starmap icon is removed.
Some of you may have noticed some shenanigans going on with a Harvester ship in an event called The Tracker. That event just became a little more interesting.
Work was done to prepare the game for quests - we now have a quest beacon that we can deploy that works very much like the rendezvous beacon, showing direction when the beacon is off map and the actual beacon above the destination when you are nearby. Theres a bit more functionality there and of course content needed too before we will spring those on you. As far as timelines go, quest functionality will be completed after slot unification.
I adjusted the narrative in The Prisoner Exchange event to suggest using the defend ROE. Thats a stopgap for some upcoming improvements. On our Discord, player opinions are split almost perfectly 50/50 between automatically changing the ROE to defend when hailing vs. having some narrative pop up reminding the player that theyll be opening fire when they arrive. We havent decided what the best course of action is, so have your say on our Discord!
Events can now be tagged as repeatable, an essential bit of functionality for certain types of event branching.
In an event we can now identify this specific ship that has done an action, for example, the ship that destroyed ship X, or the ship that tried to hail ship Y. This was more groundwork for branching and quests and gives us even more interesting outcomes for our events.
Also in preparation for quests, I expanded the number of jumps away an event can be.
I made minor tweaks to events like The Patch and The Prisoner Ransom.
And Ive been gearing up to be adding more content, so I improved the scripts I use to help me generate events. Ive also been doing a better job of documenting everything in case, you know, anyone ever wants to mod XO. :)
Bugs Munched
Controllers are now fully disabled by default, we hope that fixes some of the left mouse not working errors out there. The Q/E hotkeys didnt want to work during comms, but they were given lots of encouragement and do their job happily now. Attack orders now clear properly after a shieldship is disabled, allowing it to be repaired and recrewed without annihilating other ships with its shield. Some rendezvous platforms lost their names, they have been renamed. We think we finally obliterated that minor but annoying jump ring bug. Bye bye rings! A wacky bug in The Assist event was squashed by the big foot of doom. Plans, ship and resource icons as well as the greyed out jump button temporarily quaffed invisibility potions. The effects have worn off. The formations window wanted to close automatically whenever a ship was dropped on it, we fixed that. I fixed The Outbid event, made a minor adjustment to the Fixer Flotilla (all the Fixers really means ALL the Fixers) A fair amount of tuning was done to our new spawn event functionality, and also for quest beacons. Trade events didnt want to appear but weve coaxed them back out. A few smallish bugs were briefly bringing on the pain, but theyre gone now. We did a considerable amount of internal restructuring to make the game easier for us to maintain and expand. This is still in progress.
Known issues
Some events display 'unknown ship id' instead of the ship. If you see one of these, would you kindly let us know the name of the event (e.g. The Sleeping Monkey) or send us in-game feedback? That way we can get that fixed right up.
Known issues, Linux edition
When submitting feedback in Linux the game says no Internet connection but we still receive your feedback. When alt-tabbing from the game in Linux, the sound can go wonky. Restarting restores sound to normal.
[ 2020-01-23 01:11:10 CET ] [ Original post ]
🎮 Full Controller Support
- XO Linux Depot [362.04 M]
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.
- 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
[ 6141 ]
[ 1485 ]