The biggest news in 1.33 is a large number of bug fixes, and a lot of behind-the-scenes work to solidify the games architecture.
But we also added quite a few new events! Every time you rescue a faction crew theres now a chance of something positive or negative happening.
In 1.33 we made some changes to game balance: the battleships water capacity was raised to 8 from 6. Repair amounts in repair caches were increased. And a common ore reward was adjusted down to 6 from 8 (to prevent wastage due to reaching ore capacity).
We added a frame rate limiter in options -> graphic settings, so if you have a decent graphics card it won't be to running XO at 450fps.
Narrative was added to help explain why ships in your fleet jump randomly and to gently suggest formations. Additional narrative was added to explain repair options (which only appears the first time any damaged ship is added to the fleet, if tips were selected at the start).
We added a dashed line to the formation editor that shows where mining ships need to be placed in order for them to be able to mine.
All pirate events were made repeatable. Yar.
We did a lot of internal work on the codebase to give us more maintainability and hopefully less bugs related to Unity prefabs deciding to break just because. This actually required a lot of work, consuming about half of the dev time for this cycle, but we think the investment is worth it.
We added the by: tag to the isDisabled condition, which allows us to set up different results depending on which ship did the disabling (say, Harvesters vs. the player).
I did an early mockup for improving the fleet list, adding current ship orders to it.
Aborting a waypoint order now clears the old waypoint.
In preparation for our upcoming quests, specifying a destination more than one jump away is now a fixed distance instead of a random distance.
If a formation leader is sent scouting, a new faction leader is now designated.
I added an emergency repair event for the procedural engine to fall back on.
The juryRigged condition now also triggers as true when a Fixer does a fix on the target.
Some minor adjustments were made to our wizard-mode to help us test.
I created a smaller 3D model to be used for hovering ships discovered by scouting.
The quest beacon logic was improved so that it no longer overwrites the rendezvous text.
For some reason, we didnt have an icon for the Empire ammo dump, so I created that.
The Tracker event was improved, but we decided to put it on ice until a new piece of functionality is complete.
I finalized the technical spec and UI design for slot unification, which were working on now.
And we added additional information to our logging to help us diagnose issues.
Bugs Obliterated
A pretty nasty and rare lockup bug was found and dispatched. Almost as nasty, a bug that prevented the player from jumping (ever) was cleared and we are pleased to restore full jump service to you. Scouting with the Auxiliary while the battleship is seized no longer erases the battleship and it is no longer possible to scout with the Aux while the battleship is seized. It used to be that a player would receive resources before a ship, which could cause resources to be lost if the player was at or near their resource cap. Thats been fixed. An odd edge case was covered off that had to do with crewing and removing crew from ships in an event that included a jump. Hovering ships in the scouting report now always shows the type of ship or station. The maroon command no longer pops up in a couple of inappropriate places. Mouse pointer nope no longer displays when hovering the tactical arrow. Nested group conditions now work as they should. When adding a ship to an existing formation, the formation stays in place and the newly added ship goes to join it, rather than vice versa in some cases. When a ship returns from scouting, formations no longer sometimes try to rejoin it. The scoutship always tries to rejoin the formation instead.
The opacity layer behind tooltips now displays properly when text is split due to being close to the screen edge. Fleet ships no longer temporarily revert to their faction color when repaired. Ships returning from scouting should no longer lose their health bar in the fleet info list. Arrows no longer ant-march on the playfield when hovering scan in the context menu. The tactical arrow now pulses every time the comms in progress warning is pulsing. The juryRigged condition now works properly. Weapon icons in trade were stretched weirdly, but now they display as intended. Save games now properly restore ship ids from spawned events. The shipOrderIs condition now works properly with both the [fleet] and [player] tag. Setting an antispinward waypoint no longer creates a phantom arrow ant march. The waypoint icon is no longer smunched. The water quality arrow position was fixed. A rewired error was wired back up. The fuel/water/ore quality hover in the minimap briefly went horizontal, but its properly vertical now. In some cases the lower fleet info scroll arrow was going invisible, that should work now. Shield pips should now keep up with the shielded ship instead of deorbiting. The following buggy events were unbugged: The Collaborator, The Prisoner Ransom, all Rover pirate events, the Elysian Hauler, The Gauntlet. An OnShipCrewHover bug was taken care of, as was the dreaded transform.localPosition bug.
Known issues
For Windows and Mac, none that we know of.
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.
[ 2020-02-07 01:27:45 CET ] [ Original post ]
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- 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
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