AtomicTorch Studio Forums

AtomicTorch => News and Updates => Topic started by: Lurler on September 24, 2014, 02:15:08 AM

Title: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on September 24, 2014, 02:15:08 AM
VoidExpanse v0.10.x Update patch notes.

We wanted to make a small content update but in the end decided to push more features that were being in development and ended up with a full blown update :)
I hope you will like the changes! We are one step closer to the finished game!

=== VoidExpanse v0.10.0 ===

New features:
   * You can now select female characters, and some NPC in the game are now females.
   * Alternative control scheme (like in casual games) - point mouse where you want to fly. Might also be a very good option for a very maneuverable ships. Also quick selector in the inventory screen to change the control scheme on the fly (pun not intended).
   * Nav points system. You can now setup your own markers on the map to highlight a flight path or some points of interest.
   * New heavy cruiser ship - Yamato.
   * All new icons for items.
   * New unique soundtracks to each station.
   * Several new mine weapons.
   * More parts for character generator.
   * Avatar layers images now have probability coefficients for generation (no more aviators on 99% of characters).
   * Added "check" server start argument - useful for mods validation.
   * New API methods for modding.
   * Added "random amount" property for item drop lists.
   * New image for station info screen.
   * NPCs now greet you when you start conversation.
   * New boosters, such as boosters that improve mining.
   * New devices, such as EMP generator.
   * Other new minor things added.

Changes:
   * Adjusted sizes of some stations a little.
   * Better drop lists for pirates. Separate drop lists for pirate dens (with awesomely valuable loot).
   * Some sound improvements.
   * Notifications are now properly shown when a device cannot be used (different messages in different situations).
   * Collision handling now takes impact velocity into account to calculating damage.
   * Mining devices now use energy.
   * Increased solar radiation damage.
   * Adjusted chances of particular type of star system spawning.
   * Increased size of blackholes.
   * Stars are now displayed on the radar (minimap).
   * Javascript: the engine now uses the strict mode for compilation and running (thanks god, finally!).
   * Javascript: greatly improved issue reporting (javascript stacktrace introduced with correct line numbers, file names for used libs, etc).
   * Other changes and improvements.

Fixed:
   * No damage to hull after shields are disabled, until the re-establish.
   * On shield down shield physics still remained (it means ship continued to collide like it had a shield still).
   * Persuade ability not working properly.
   * Other issues with topics (related to script handling).
   * Bugs with collisions processing.
   * Merchants stuck near military station.
   * Mac thread hang.
   * Game crashes on open galaxy map after it changes.
   * Models disappear sometimes.
   * Other issues.

=== VoidExpanse v0.10.1 ===

New features:
   * Autopilot!
   * Quick button to switch control scheme.
   * Pause in singleplayer!
   * Partial refuel & repair - for whatever money a player has.
   * Icons for all statuses and active effects such as autopilot, cruising, EMP, etc.

Changes:
   * Shuttle icon now also has civilian symbol like other civilian items.
   * Changed some icons to improve how everything is displayed.
   * Updated some music tracks with better versions.
   * Bullet-point lists for requirements in tooltips.
   * Force fast ping remeasure (for faster network resynchronization).
   * Headhunters were spawning too often - now not so often.
   * Jumpgate FX is properly clipped now, also some slight visual changes.
   * Changed how skill effects and requirements are displayed.

Fixes:
   * Item tooltips. Values are strangely padded.
   * Can't start dialog after respawn on station in an another star system.
   * Physics resynchronization often hangs/freezes and works unreliable (BLACK LOADING SCREEN!).
   * Public terminal: "nothing to talk about" :)
   * Planet texture seams.
   * Jump trail isn't drawn when jumping sometimes.

=== VoidExpanse v0.10.2 ===

Changes:
   * Smoother routes built for autopilot and AI.
   * Solar radiation will now ignore shields and damage hull directly.
   * Very slightly increased pull of the black hole in that system.
   * Removed aliens planet from main menu.
   * Removed herobrine.

Fixes:
   * Skills won't go beyond Lvl 1.
   * Bug when pressing [F] multiple times at jumpgate.
   * Ship continues movement when entering jumpgate with autopilot.
   * Jumpgate FX issues
   * When pressing [F] in Container Exchange windows, tooltips remains displayed after container is closed.
   * Sometimes ship freezes when starting docking.
   * Ship could jump through solid objects.

===

=== VoidExpanse v0.10.3 ===

Fixes:
   * Fixed compatibility with Mac and Linux.
   * Fixed server crash when autopilot complete route to another system.
        * Fixed Scurvy saying "welcome to our station!".
        * Some other minor fixes and improvements.

===

FAQ:
   * How to visit Xengatarn systems in this update? - We are changing the way players get access to Xengatarn system, but at the moment it is in transitional state. Later you will get a quest for that, but now you have to search neutral system for Barrich guy, he will be on one of the stations. He will give you a special device to travel to their systems. If you lost this device, he can sell you a new one.
        * Savegames from previous versions (<0.10.0) will not work with this version.

As always you can download the experimental version of this update using our game launcher.

And please leave your feedback! The sooner we can stabilize this update the sooner we can release it as a stable version and continue working on the next update that will introduce crafting and modifications! :)
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: FlessenGreendart on September 24, 2014, 03:30:44 AM
I'm so excited to test this update out!
This sounds like a huge leap in... well... everything!
Great job, guys, and thanks!
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Tchey on September 24, 2014, 06:42:25 AM
Nice update, as usual. Thanks, and... don't stop !
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: FlessenGreendart on September 24, 2014, 03:32:54 PM
Looking good!
I'm loving the new avatar selections! (although I'm still going to be adding more  ;))

I haven't seen the Yamato in game yet, but I look forward to coming across it.

I'm not sure whether I like the alt. control scheme... I'm glad there is an option.
But I have to say, it may be very useful, especially for faster ships, as well as the starfighter mod I'm working on.

Everything else is a very solid positive  ;D
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: djs4000 on September 24, 2014, 07:29:31 PM
Just loaded up the experimental version.
Female avatars look great. I love love love the new control system, but would it be possible to add a key binding to toggle it?
Still exploring the new content, and will report any findings.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on September 24, 2014, 11:43:50 PM
Glad you like it guys! :)

Quote from: djs4000 on September 24, 2014, 07:29:31 PM
I love love love the new control system, but would it be possible to add a key binding to toggle it?
Sure, no problem. Will be in the next patch.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: InSaNeOo on September 25, 2014, 08:36:32 AM
The new collision is horrible D:
I have a very good shield and at moderate speeds if i bump into small debris, the shield loses 70%
I'm getting really frustrated losing all my cargo while trying to escape pirates :s
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on September 25, 2014, 08:44:45 AM
Actually that's how shields was meant to be from the beginning. But because of continuous collision problem and no bounciness we couldn't implement it before. Now it's the way it should be.
As for pirates... well, maybe you should find a safer trade route or invest into some better firepower and skills? :)
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: InSaNeOo on September 25, 2014, 10:28:40 AM
I suppose I will have to adapt.  ;D
Love your game guys  :-*
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on September 25, 2014, 07:24:21 PM
Thank you :) I hope we can continue making it even better :)
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on October 01, 2014, 02:54:58 AM
New experimental version is out! (v0.10.1)
I've updated the first post to include the list of changes.

Please let us know what you think about the autopilot. It was actually quite a challenging task. As always kudos to our main developer Vladimir.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: djs4000 on October 01, 2014, 09:25:48 AM
Great job on the autopilot! It is a very welcome change. Would it be possible to select stations, like you do with systems, instead of making a waypoint on the map? (flying to waypoints is still great for mining and such though!)
Also, being able to look at other system maps would be great (just stations and gates, don't need to see enemies, players or asteroids if it's not your current system)? that way you could select station or waypoint on a different system and fly there automatically.

As a balancing feature, I'd suggest having attacks have a chance to knock you out of auto pilot. Perhaps have an associated skill that reduces the chance of getting knocked out of auto pilot. As it is, autopilot is a little overpowered since most enemy ships wont use cruise mode to catch up to me. At best, pirates a get few shots on my shields before I out run them. Even in densely populated systems, it seems the pirates can't do much to me in autopilot (or cruise mode I guess, that may be the real issue).

Edit: Oh how could I forget! Thank you for the control scheme binding! Works awesome!
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on October 02, 2014, 03:37:30 AM
And a final patch today (at least we are pretty sure it will be last).
v0.10.2, it is still experimental but it should be stable and if everything goes well we will remove the experimental prefix and this build will be considered stable (again, we hope so, but no promises :) ).
I've updated the first post to include the list of changes.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Hammish on October 02, 2014, 08:33:39 AM
I'd ask why you took out Herobrine, he's the best part of the game, but...

... well.  He'll be back, anyway. :)

(Now I totally want to put a Herobrine in BTC somewhere.)
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Hecter94 on October 02, 2014, 09:45:29 AM
Quote from: Hammish on October 02, 2014, 08:33:39 AM
I'd ask why you took out Herobrine, he's the best part of the game, but...

... well.  He'll be back, anyway. :)

(Now I totally want to put a Herobrine in BTC somewhere.)
Make a Herobrine drone!

That would be hilarious. xD
Just have little Herobrines flying around the enemy ship kamikazing into it.

omg, I would laugh so hard.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Hammish on October 02, 2014, 03:58:37 PM
I'll give herobrinedrone a velocity taper, actually, so he'll drift to a stop in space instead of kamikazing people.

He'll just float out there... and stare at them.  Yep.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on October 02, 2014, 08:09:52 PM
Quote from: Hammish on October 02, 2014, 08:33:39 AM
I'd ask why you took out Herobrine, he's the best part of the game, but...
Haha. Though, we really do need our own kind of herobrine :)

Quote from: Hecter94 on October 02, 2014, 09:45:29 AM
Make a Herobrine drone!
That might not be a bad idea :)
The ever elusive drone launcher with unmatched power, who no one saw ever.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Hammish on October 02, 2014, 11:00:32 PM
Oh, you'd see him, but only for a second and only in the corner of your vision.

.... And that right there will be the Herobrine launcher, if it ever comes about.  The projectile for it will be 99 frames of emptiness and then one of Herobrine floating through space, so he only flickers on the screen sporadically. :P
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on October 02, 2014, 11:43:16 PM
It can be done even now! We desperately need a mod for that :)
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: ai_enabled on October 03, 2014, 04:07:55 AM
VoidExpanse v0.10.3 (Experimental) has been released providing several critical fixes. First post updated. Thanks FlessenGreendart for reporting!
If you play in Linux/Mac please let us know how it works for you now.
Happy weekend!
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: kyokei on October 03, 2014, 04:16:09 AM
Did you change anything for the linux/mac versions? if so, I will give it a run on the mac this weekend
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: ai_enabled on October 03, 2014, 05:03:14 AM
No, we just fixed broken compatibility (since v0.10.0).
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on October 07, 2014, 09:40:50 PM
After these two weeks of testing this new update finally transitions into a stable release! :)
You can read the update post here: https://atomictorch.com/Post/Id1081
Now we can finally concentrate of the last set of features needed for transition into beta!
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: kyokei on October 08, 2014, 02:50:20 AM
Wow you guys are seriously the fastest update pushing company I've seen so far. Many kudos to you.
Now that this is the last Alpha version, will the steam integration be released in the first beta update?
And what about some of the multiplayer functionality which has been discussed on the forums, are you making sure that this will get added in the beta versions?
Reason I am asking is because I've noticed that when a game goes into the Beta stage, that it's more focused around stability, performance and bug fixing rather than adding new functionality. So more polishing.

I know you guys won't disappoint so I'm not worried :)

Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Lurler on October 08, 2014, 03:01:53 AM
Thank you :)

Well, our plan now is to have all missing functionality needed for Steam release into beta. That would be pretty much the final version more or less. Then release it as experimental on our website.
After that, when we are absolutely sure that everything is perfect, we will make a release (final) both on our website and on Steam at the same time. At least it's the plan :) We will see how it goes. But I really hope we can do everything this year, because if we can't finish everything by november we will have to wait until after the new year, because during holidays there will be a lot of AAA games out and we don't want to compete with them.
After the release, there won't be much difference, we will just continue working on the game as we do now. At least I really hope so. That would depend on the sales.
Title: Re: VoidExpanse - Patch notes v0.10.x
Post by: Excalibur on October 09, 2014, 06:11:01 PM
Well, I would expect for the sales to be quite good. I mean, look at Space Pirates and Zombies or Gratitous Space Battles (to a less degree). There is a market for this lovely type of game. I think so anyway. I long for the good old days of Privateer myself, had an itch for that type of game for some time now, still haven't scratched it, hoping this game will do the trick. Once final, of course.

Your doing a hell of a sight better then the guys developing Starsector. It's multiple people and is similar in some ways and it hasn't had an update since January, and it cost me twice as much. :(