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Gigantic Update: XO 1.40
You'll notice immediately that your fleet now jumps away visibly and in real time - warships jump away last and continue defending until finally, your battleship jumps out. During the brief jump, your battleship races ahead to emerge first. You can begin taking actions, including plotting a jump, immediately after the battleship touches down. We hope you love it as much as we do, it definitely adds drama to your jump.
We've also added your Top Scores to the main menu! We hope to add more stats soon, but right now we track tidbits like your best relations, the size and makeup of your fleet, and how many jumps you survived.
At long last we have a Captains Guide! This should hopefully answer quite a few questions. The guide is a work in progress, so expect us to add, remove and tweak entries for a while. See something missing? Let us know!
We increased the level of ship detail in 1.40.
We added probably one of our biggest feature requests, scroll-wheeling the fleet list. Formations received a total rewrite. The editor is the most obvious change, but formations in general should defend, fly and behave more like formations should.
We added two new ships, first the long-awaited Rover capital ship, the MegaFixer. The MegaFixer sports two military grade lasers, two ion torpedo launchers and an extra weapon hardpoint. It can fix disabled ships and also seize and hold disabled ships through jump.
The Pact Cutter is a single laser fast ship with four cargo holds, designed to rapidly deploy boarding parties and recover cargo.
In another QOL improvement, all mining ships now temporarily hold mining operations when there is no ore available, and resume once jumped to a location with ore. The same holds true for melting ice. Mining beams now assume different colors depending on their current use.
The Irenic Plasma Shield also received an overhaul, new visual effects, and a much improved UI. There's a lot to cover so head over to the Captain's Guide or Changelog for all the details.
Lasers now have a groovy visual effect when hitting targets. Repair ships can now repair or salvage ships already seized. We added several new cargo items. We'll let you discover them. For new players, the tutorial was greatly expanded. Thanks to everyone who gave us suggestions for improving it. We optimized combat effects and models to improve the framerate in large battles. Hailing another ship now has a visible effect. Lifeboats, shuttles and stations now have flashing beacons. This really makes it a lot easier to spot those lifeboats, and that's a good thing, because if you leave any of those behind there's now a good chance you'll take a hit to relations. Ships on Weapons Free now automatically attack nearby mines. The remaining boarding shuttles were modeled and added. We added two new abilities to our extremely robust event scripting engine: a jettisonCargo action and shipSlotFree condition. With these, boarding parties now check to see if there's room for them and take appropriate action if there is no room aboard. (Among other things, muhuahahaha) Lifeboats no longer show up in the fleet list. Warships and mining ships now show a large indicator above the ship when they cannot fire due to being resource starved. Weapons will continue to fire as soon as resources become available.
For about four years now I've wanted to re-do the ice world. It always really annoyed me that you could see through the gaps. At long last, I was able to do that. We also improved the UI for water conditions on ice worlds.
Marines are now trainable when passengers are in the battleship's hardpoint slot We smoothed out scrolling the galactic map. Weapons added in an event now prefer hardpoints. Expect future events to feature different weapon loadouts as a result. Similar to water, when there isn't enough fuel for jumping the fuel icon turns grey. The ore icon now also turns grey when ore drops below 1.
- Training boarding parties now only requires neutral relations - Ships boarded by enemies now have a delay before jumping - Under duress events also have a delay before jumping - New faction leader dialog is now unskippable, so you don't miss that you've gained a faction leader - Corp Mercenaries now have a bribe option - Troubling events are less likely - Marooning crewmembers just got more interesting - Pirates can now repair disabled fleet ships - Pirates can stay behind when asked to repair disabled ships - Your boarding parties can now murder fleet passengers - Boarding stations now have a chance to yield resources - Added more Kobayshi Maru type events - because sometimes you just have to pick the lesser evil - When trading, factions no longer carry weapons for all factions - Water riot dismissals now incur a -1 relationship for all passengers aboard a ship in addition to the operating crew - Sacrificing boarding parties to the harvesters incurs a relationship hit after the first attempt - Boarding is no longer allowed against Reapers - Harvester events greatly enhanced, reinforcements added - Boarding is now more consistent - Boarding defended ships can possibly wipe out both parties - All combat missions should now react to ships being boarded - NPC boarding logic improved - First of many Max enemy events added - Adjusted Harvester jump-in location to be more forgiving - Mission titles now always clear when events end - Most boarding actions now include RNG results - Stay tuned for Harvester-related boarding events - Blockader attack events were toned down - Beacon logic was improved for long jump quests - Warlike relations now trigger Retribution events - Warlike relations also now trigger Max Attack events - Ally relations now trigger Quest events - Duress events now respond to destroyed ships - Several new events added
- Protect order while in hold fire ROE auto switches to defend - Mine ore/melt ice actions are greyed when impossible - Hovering crew in the transfer window displays crew info - Seized ships now show green slash in fleet list - Cargoship filter now only shows cargo class ships - Added defend + protect/support warnings in ship hover text - Added hover text to all caches - Camera movement and ship focus now works when dialogs are up - Certain events were stopped from clobbering one another - Hail reminders no longer trigger after day 20 - Removed more dialog if you select the I know what Im doing option at the start - Slowed the maximum rate of water animation - Minefields now visible immediately on jump-in - Main menu adjusted - Ship portraits improved - Attacking impossible to reach targets at the rendezvous due to insufficient range now displays a warning
- Resource hover restored - Accidentally invisible battleship revealed - Weapons added in an event now fire properly - Attacking ships no longer get quite so close - Laser cannot fire animation now only plays for friends - Logs now show ROE properly - Context issues with cargo transfer fixed - Zoom/scale of some models adjusted - Formation ships now stay in place after editing - Ships no longer launch boarding parties when they have none - Timer issue fixed - Minor issue with filter and scroll arrow fixed - Gatherer shield bug fixed - Marines are now only trainable on Battleship - Permariot now avoided if 8 crew (only) were aboard battleship and/or boarding parties were launched during a water riot - Support + Weapons Free now defends station from missiles - Corrected an issue with ships losing their fleet color - Fixed bug with going to starmap - Only one event is spawned when warships are disabled - Unknown ID bug stomped - Fixabot uses correct icons - Fixed an event issue related to formations and protection - Added hover text to certain attack events - Warships only say 'hailing frequencies open' if they are - Used item charges now save - First use of attack hotkey now works - Ships in trade actions now save their state - Invisible ship issue fixed - Logging improved - Some friendly fire issues cleared up - Wrong way movement issues redirected - Double-firing issues cleared - Haggle only works once now - Transmog no longer throws trade warning - Shift-clicking and waypointing no longer throws an error - ROE animations now play when hotkeyed - Formation + filter nor longer scrambles editor - Scroll down arrow in fleet list no longer gets obscured - Literally dozens of other minor fixes
[ 2021-03-08 22:09:22 CET ] [ Original post ]
Welcome to another massive update of XO!
Real Time Fleet Jump
You'll notice immediately that your fleet now jumps away visibly and in real time - warships jump away last and continue defending until finally, your battleship jumps out. During the brief jump, your battleship races ahead to emerge first. You can begin taking actions, including plotting a jump, immediately after the battleship touches down. We hope you love it as much as we do, it definitely adds drama to your jump.
Top Scores
We've also added your Top Scores to the main menu! We hope to add more stats soon, but right now we track tidbits like your best relations, the size and makeup of your fleet, and how many jumps you survived.
Captain's Guide
At long last we have a Captains Guide! This should hopefully answer quite a few questions. The guide is a work in progress, so expect us to add, remove and tweak entries for a while. See something missing? Let us know!
More New Features
We increased the level of ship detail in 1.40.
We added probably one of our biggest feature requests, scroll-wheeling the fleet list. Formations received a total rewrite. The editor is the most obvious change, but formations in general should defend, fly and behave more like formations should.
We added two new ships, first the long-awaited Rover capital ship, the MegaFixer. The MegaFixer sports two military grade lasers, two ion torpedo launchers and an extra weapon hardpoint. It can fix disabled ships and also seize and hold disabled ships through jump.
The Pact Cutter is a single laser fast ship with four cargo holds, designed to rapidly deploy boarding parties and recover cargo.
In another QOL improvement, all mining ships now temporarily hold mining operations when there is no ore available, and resume once jumped to a location with ore. The same holds true for melting ice. Mining beams now assume different colors depending on their current use.
The Irenic Plasma Shield also received an overhaul, new visual effects, and a much improved UI. There's a lot to cover so head over to the Captain's Guide or Changelog for all the details.
Lasers now have a groovy visual effect when hitting targets. Repair ships can now repair or salvage ships already seized. We added several new cargo items. We'll let you discover them. For new players, the tutorial was greatly expanded. Thanks to everyone who gave us suggestions for improving it. We optimized combat effects and models to improve the framerate in large battles. Hailing another ship now has a visible effect. Lifeboats, shuttles and stations now have flashing beacons. This really makes it a lot easier to spot those lifeboats, and that's a good thing, because if you leave any of those behind there's now a good chance you'll take a hit to relations. Ships on Weapons Free now automatically attack nearby mines. The remaining boarding shuttles were modeled and added. We added two new abilities to our extremely robust event scripting engine: a jettisonCargo action and shipSlotFree condition. With these, boarding parties now check to see if there's room for them and take appropriate action if there is no room aboard. (Among other things, muhuahahaha) Lifeboats no longer show up in the fleet list. Warships and mining ships now show a large indicator above the ship when they cannot fire due to being resource starved. Weapons will continue to fire as soon as resources become available.
For about four years now I've wanted to re-do the ice world. It always really annoyed me that you could see through the gaps. At long last, I was able to do that. We also improved the UI for water conditions on ice worlds.
Marines are now trainable when passengers are in the battleship's hardpoint slot We smoothed out scrolling the galactic map. Weapons added in an event now prefer hardpoints. Expect future events to feature different weapon loadouts as a result. Similar to water, when there isn't enough fuel for jumping the fuel icon turns grey. The ore icon now also turns grey when ore drops below 1.
Balance
- Training boarding parties now only requires neutral relations - Ships boarded by enemies now have a delay before jumping - Under duress events also have a delay before jumping - New faction leader dialog is now unskippable, so you don't miss that you've gained a faction leader - Corp Mercenaries now have a bribe option - Troubling events are less likely - Marooning crewmembers just got more interesting - Pirates can now repair disabled fleet ships - Pirates can stay behind when asked to repair disabled ships - Your boarding parties can now murder fleet passengers - Boarding stations now have a chance to yield resources - Added more Kobayshi Maru type events - because sometimes you just have to pick the lesser evil - When trading, factions no longer carry weapons for all factions - Water riot dismissals now incur a -1 relationship for all passengers aboard a ship in addition to the operating crew - Sacrificing boarding parties to the harvesters incurs a relationship hit after the first attempt - Boarding is no longer allowed against Reapers - Harvester events greatly enhanced, reinforcements added - Boarding is now more consistent - Boarding defended ships can possibly wipe out both parties - All combat missions should now react to ships being boarded - NPC boarding logic improved - First of many Max enemy events added - Adjusted Harvester jump-in location to be more forgiving - Mission titles now always clear when events end - Most boarding actions now include RNG results - Stay tuned for Harvester-related boarding events - Blockader attack events were toned down - Beacon logic was improved for long jump quests - Warlike relations now trigger Retribution events - Warlike relations also now trigger Max Attack events - Ally relations now trigger Quest events - Duress events now respond to destroyed ships - Several new events added
Assorted QOL/UI/Event logic improvements
- Protect order while in hold fire ROE auto switches to defend - Mine ore/melt ice actions are greyed when impossible - Hovering crew in the transfer window displays crew info - Seized ships now show green slash in fleet list - Cargoship filter now only shows cargo class ships - Added defend + protect/support warnings in ship hover text - Added hover text to all caches - Camera movement and ship focus now works when dialogs are up - Certain events were stopped from clobbering one another - Hail reminders no longer trigger after day 20 - Removed more dialog if you select the I know what Im doing option at the start - Slowed the maximum rate of water animation - Minefields now visible immediately on jump-in - Main menu adjusted - Ship portraits improved - Attacking impossible to reach targets at the rendezvous due to insufficient range now displays a warning
Bugs Squashed
- Resource hover restored - Accidentally invisible battleship revealed - Weapons added in an event now fire properly - Attacking ships no longer get quite so close - Laser cannot fire animation now only plays for friends - Logs now show ROE properly - Context issues with cargo transfer fixed - Zoom/scale of some models adjusted - Formation ships now stay in place after editing - Ships no longer launch boarding parties when they have none - Timer issue fixed - Minor issue with filter and scroll arrow fixed - Gatherer shield bug fixed - Marines are now only trainable on Battleship - Permariot now avoided if 8 crew (only) were aboard battleship and/or boarding parties were launched during a water riot - Support + Weapons Free now defends station from missiles - Corrected an issue with ships losing their fleet color - Fixed bug with going to starmap - Only one event is spawned when warships are disabled - Unknown ID bug stomped - Fixabot uses correct icons - Fixed an event issue related to formations and protection - Added hover text to certain attack events - Warships only say 'hailing frequencies open' if they are - Used item charges now save - First use of attack hotkey now works - Ships in trade actions now save their state - Invisible ship issue fixed - Logging improved - Some friendly fire issues cleared up - Wrong way movement issues redirected - Double-firing issues cleared - Haggle only works once now - Transmog no longer throws trade warning - Shift-clicking and waypointing no longer throws an error - ROE animations now play when hotkeyed - Formation + filter nor longer scrambles editor - Scroll down arrow in fleet list no longer gets obscured - Literally dozens of other minor fixes
[ 2021-03-08 22:09:22 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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