▶
Big update! XO 1.42
Please welcome the Empire Occupier, our first carrier! You may have seen gunboats from time to time - those Empire ships without jumpdrives? The Occupier can carry up to six of those through jump. It is also able to repair damaged boats, making it a highly valuable ship. Like the Empire Auxiliary, repair takes time and requires ore.
Also new in 1.42 is the Empire Sleeper ship! The Sleeper acts as a farmship of sorts for the Empire. Sleeper ships can put up to six passengers aboard into stasis so they do not consume resources. It takes time, ore and water to put passengers in and out of stasis, and if the Sleeper is disabled, all passengers in stasis will be immediately lost.
We also completed work on a number of new ship abilities! Look for them to arrive in 1.43 and beyond! There are functional test versions of several of these new ships in the game right now, but they can only be purchased at the (very rare) shipyard trade events right now...
Event timers are extended by two days if the event crosses sectors Plotting a jump now only uses active ships for calculating jump times.
- We are working on improving how ships deal with the range of their weapons. This is an ongoing bit of work that will spill into the next version. - Passengers aboard ships are now colored per their own faction relations with the Pact. - Ships with a single mining laser no longer autotarget and destroy mines in range while on berzerk. Ships with multiple weapons retain this ability. - Range rings now show when hovering (paused) a shieldship that has its shield(s) disabled by ion torpedoes. - Every single event in the game was overhauled to reduce the number of initial messages on hail, in some cases adding questions or additional options. We removed almost all of the combat timers, allowing for longer battles to play out. And we added more variety and some more randomness to quite a few events too! - On top of that we added a number of new events! - Sector nodes were made much more visible. - The starmap plotting line was finally made 3D! This fixed an issue where the dotted plotting line broke away if you rotated the starmap. - Repair ships now show an ore-starved icon if they run out of ore while repairing. - Repair ships also now display a progress bar when hovered. The bar fills for each point of hull / armor restored. - Boarding parties can now be launched by the type of boarding party (e.g. Marines, Pirates, etc) - Ships that are scouting no longer disappear from your fleet list and formation editor; instead their icon is greyed out. - We cleaned up more of the contextual actions for transferring crew between ships. We use several words to describe the same action: crew, maroon, evacuate, rescue, crew transfer. Theyre all the same action, but we use different words to help you understand things like the state of the target, and what kinds of passengers you have aboard the selected ship. - We added some additional hover tips for things like hovering a plan when you dont have enough ore to replicate it. - Your fleet now stays a little closer together after jump even if youre not using formations. - The way we delete save files when we detect a version mismatch was improved. - You can now attack your own shuttles, should the desire strike you. - Scanning a mine now shows its damage and range. - In trade, weapons of the same type now always have different values. - Hovering non-equippable weapons no longer displays the red nope cursor (since they can be stored in any slot), but instead adds a tooltip warning the player. - Hovering empty slots no longer shows trade tooltips. - Multi-selected ships now all display an animation when an action such as Abort is selected, and when ROE changes. - Explosions are now located on the area of the ship that is damaged. This is purely visual; we do not model ship damage at that level. - Abandoned and disabled states were added to event conditions, so, for example, fleet events no longer select disabled or abandoned ships when an active ship is needed. Internally I continued to do work on the event creation pipeline and expanded the automated tests for events. - The lowest resolution the game now supports is 1024x768. (Our recommended resolution is 2560x1920).
We will continue with updates relatively frequently. We are still focused on adding new ships and items, additional events and QOL improvements. We are getting closer to announcing a release date and this is your final warning that we will be raising the price of the game one more time, reflecting all the new features and months and months of work weve put in. So now is a good time to buy before the increase! There is still time to get your feedback in and have an impact on our development, but that window is closing.
- Jumpgates now unlock when they should - Boarding parties can no longer be launched against lifeboats - Sector entry nodes are now properly labeled - Ships cargo is now properly displayed in COYA hovers - Diplomacy is no longer an option on disabled ships - Boarding shuttles and lifeboats can no longer be added to formations - Fixed an issue with incompatible weapons placed on non-warships - Dragging all ships from a formation no longer throws an error - Maroon action no longer appears if you dont have passengers aboard your selected ship - Low orbit formations no longer move veeery slowly - Ships that shouldnt ought to be showing on the minimap no longer are shown - Ships that shouldnt ought to be jumping no longer jump - Stopped a bug related to aborting waypoints - Boarding shuttles no longer display ROE options - preventSectorJump is now saving properly - An issue with conditional choices and event variables was fixed - Solved an issue with follow spinward contextual actions - Fixed a problem where adding a cargoship and then jumping was causing incorrect values to show - Targeting lifeboats no longer shows Intimidate or Diplomacy actions - Evacuate action now only shows if a station has passengers available for evacuation - The scan animation no longer plays when you set a waypoint - Numerous issues fixed with ship actions due to some required refactoring - Some integers in COYAs were incorrectly displaying as floats - Solved a strange issue in the cutters event - Hitting X multiple times no longer drops ghost ships - The addEquipment action was restored to a properly working state - Squashed two good bugs that froze the jump button - Corrected an issue related to map rotation - Adjusted an event so hailing harvested ships worked properly - Fix some tags that werent displaying the correct text - Saving games is again possible - Ships no longer always try to keep their range in combat - Fixed an issue with player contextual actions - Corrected something with setting colors that was throwing errors - Took a 2,200 mile road trip, woo - Lots of minor text errors fixed
[ 2021-06-24 17:52:23 CET ] [ Original post ]
Huge thank you to our players and especially our awesome Discord community! Thanks to your input we keep making XO better!
New Ships:
Please welcome the Empire Occupier, our first carrier! You may have seen gunboats from time to time - those Empire ships without jumpdrives? The Occupier can carry up to six of those through jump. It is also able to repair damaged boats, making it a highly valuable ship. Like the Empire Auxiliary, repair takes time and requires ore.
Also new in 1.42 is the Empire Sleeper ship! The Sleeper acts as a farmship of sorts for the Empire. Sleeper ships can put up to six passengers aboard into stasis so they do not consume resources. It takes time, ore and water to put passengers in and out of stasis, and if the Sleeper is disabled, all passengers in stasis will be immediately lost.
We also completed work on a number of new ship abilities! Look for them to arrive in 1.43 and beyond! There are functional test versions of several of these new ships in the game right now, but they can only be purchased at the (very rare) shipyard trade events right now...
Balance:
Event timers are extended by two days if the event crosses sectors Plotting a jump now only uses active ships for calculating jump times.
Features/QOL improvements:
- We are working on improving how ships deal with the range of their weapons. This is an ongoing bit of work that will spill into the next version. - Passengers aboard ships are now colored per their own faction relations with the Pact. - Ships with a single mining laser no longer autotarget and destroy mines in range while on berzerk. Ships with multiple weapons retain this ability. - Range rings now show when hovering (paused) a shieldship that has its shield(s) disabled by ion torpedoes. - Every single event in the game was overhauled to reduce the number of initial messages on hail, in some cases adding questions or additional options. We removed almost all of the combat timers, allowing for longer battles to play out. And we added more variety and some more randomness to quite a few events too! - On top of that we added a number of new events! - Sector nodes were made much more visible. - The starmap plotting line was finally made 3D! This fixed an issue where the dotted plotting line broke away if you rotated the starmap. - Repair ships now show an ore-starved icon if they run out of ore while repairing. - Repair ships also now display a progress bar when hovered. The bar fills for each point of hull / armor restored. - Boarding parties can now be launched by the type of boarding party (e.g. Marines, Pirates, etc) - Ships that are scouting no longer disappear from your fleet list and formation editor; instead their icon is greyed out. - We cleaned up more of the contextual actions for transferring crew between ships. We use several words to describe the same action: crew, maroon, evacuate, rescue, crew transfer. Theyre all the same action, but we use different words to help you understand things like the state of the target, and what kinds of passengers you have aboard the selected ship. - We added some additional hover tips for things like hovering a plan when you dont have enough ore to replicate it. - Your fleet now stays a little closer together after jump even if youre not using formations. - The way we delete save files when we detect a version mismatch was improved. - You can now attack your own shuttles, should the desire strike you. - Scanning a mine now shows its damage and range. - In trade, weapons of the same type now always have different values. - Hovering non-equippable weapons no longer displays the red nope cursor (since they can be stored in any slot), but instead adds a tooltip warning the player. - Hovering empty slots no longer shows trade tooltips. - Multi-selected ships now all display an animation when an action such as Abort is selected, and when ROE changes. - Explosions are now located on the area of the ship that is damaged. This is purely visual; we do not model ship damage at that level. - Abandoned and disabled states were added to event conditions, so, for example, fleet events no longer select disabled or abandoned ships when an active ship is needed. Internally I continued to do work on the event creation pipeline and expanded the automated tests for events. - The lowest resolution the game now supports is 1024x768. (Our recommended resolution is 2560x1920).
Future updates and upcoming price increase:
We will continue with updates relatively frequently. We are still focused on adding new ships and items, additional events and QOL improvements. We are getting closer to announcing a release date and this is your final warning that we will be raising the price of the game one more time, reflecting all the new features and months and months of work weve put in. So now is a good time to buy before the increase! There is still time to get your feedback in and have an impact on our development, but that window is closing.
Bugs smunched:
- Jumpgates now unlock when they should - Boarding parties can no longer be launched against lifeboats - Sector entry nodes are now properly labeled - Ships cargo is now properly displayed in COYA hovers - Diplomacy is no longer an option on disabled ships - Boarding shuttles and lifeboats can no longer be added to formations - Fixed an issue with incompatible weapons placed on non-warships - Dragging all ships from a formation no longer throws an error - Maroon action no longer appears if you dont have passengers aboard your selected ship - Low orbit formations no longer move veeery slowly - Ships that shouldnt ought to be showing on the minimap no longer are shown - Ships that shouldnt ought to be jumping no longer jump - Stopped a bug related to aborting waypoints - Boarding shuttles no longer display ROE options - preventSectorJump is now saving properly - An issue with conditional choices and event variables was fixed - Solved an issue with follow spinward contextual actions - Fixed a problem where adding a cargoship and then jumping was causing incorrect values to show - Targeting lifeboats no longer shows Intimidate or Diplomacy actions - Evacuate action now only shows if a station has passengers available for evacuation - The scan animation no longer plays when you set a waypoint - Numerous issues fixed with ship actions due to some required refactoring - Some integers in COYAs were incorrectly displaying as floats - Solved a strange issue in the cutters event - Hitting X multiple times no longer drops ghost ships - The addEquipment action was restored to a properly working state - Squashed two good bugs that froze the jump button - Corrected an issue related to map rotation - Adjusted an event so hailing harvested ships worked properly - Fix some tags that werent displaying the correct text - Saving games is again possible - Ships no longer always try to keep their range in combat - Fixed an issue with player contextual actions - Corrected something with setting colors that was throwing errors - Took a 2,200 mile road trip, woo - Lots of minor text errors fixed
[ 2021-06-24 17:52:23 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
GAMEBILLET
[ 6141 ]
GAMERSGATE
[ 1485 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB