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Messages - Lurler

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Game discussion / Re: Does the gentleman skill aslo affect job xp/gold
« on: March 15, 2017, 09:56:54 pm »
It wasn't clear and a quick test I did was inconclusive so I figured I'd just ask: Does the gentleman skill affect the job xp/gold (From the station commanders)
If I remember the name of the skill correctly you are talking about the skill that improves rewards for missions? If that's the case - yes, it should affect ALL types of missions, story mission as wells as repeatable quests.

Help section / Re: Pariah Expansion - In Multiplayer
« on: March 15, 2017, 04:17:43 am »
Actually no, this is not entirely correct. The Pariahs' Bane Expansion was designed to be 100% compatible with multiplayer.

Unfortunately we didn't have enough time and opportunity to thoroughly test it to make sure everything in multiplayer works correctly, the same was as in singleplayer, but all quests and everything else was designed to work in multiplayer.

So, feel free to give it a try. But as ai_enabled said, the players will need to have the expansion in order to connect to that server.

Well, that's normal. If is that kind of game after all. While you can certainly play without combat to some degree, but ultimately this is a space combat game, so naturally combat is a major part of the game.

As for crafting - I gave a short overview of that here:


VoidExpanse 2.0.x Update patch notes.

Detailed list of changes:
* Added crafting system. You can use the ore you mined or purchased to produce "components". Generally if you have high level of manufacturing it is more profitable to sell components, than raw ore. Some times you can even make profits by purchasing the ore (if it's sold for cheap) and selling the components back. You can find manufacturing terminals on certain station types (for example mining station).
* Added manufacturing skills: basic manufacturing, advanced manufacturing, expert manufacturing, optimized production, optimized resource use.
* Added components (which you craft from ore): electronic, composites, control, mechanical, power and structural.
* Added 3 tiers of Station defense turrets that differ in defenses and offenses, offering better protection against pirates.
* Added station management function. You can talk to any station commander in order to enter the management menu. Currently you can spend "components" in order to upgrade station defenses (turrets).
* Improved scripts of different in-game features such as active ship devices, NPC patrols and much more.
* Improved galaxy generation.
* New character class: Industrialist that starts with several manufacturing skills.
* Improved droplists with more variety.
* A lot of bugfixes all throughout the game, including quests. We addressed everything that was reported or that we were able to identify ourselves.
* Added expansion menu to the main menu. With your help we can add more expansions and not just Pariahs' Bane ;)
* Improved voice handling. Now instead of specifying each and every voice file it is simply enough to specify a folder. Though file names must correspond to the voice events.
* It is now possible to set up unique computer voice for each ship. Currently we use this functionality in the expansion to add unique voice for the capital ship - Revenant.
* Improved networking! All thanks to shared codebase with CryoFall. Now it's top notch!
* Improved the ability to connect to a server inside the same sub-network where you are. Before it might not have been possible due to NAT configuration of certain networks. But now the game will know the internal IP-address of the server and try to connect to it instead of "punching-through from outside".
* Improved connection and synchronization speed. Incorporated special algorythms of dynamic stabilisation of connection (again, thanks to CryoFall!). Now if you have unstable ping that goes up and down or big packet loss you will still be able to play reasonably well.
* Added new methods to Scripting-API: topic.EnableMonospaced & topic.DisableMonospaced() which could be very useful for stylistic purposes during dialogues with NPC, such as when the player uses a terminal.
* You can now provide a host name for your public game server (see <public_server_host_name> in SettingsServer.xml), by doing that people will see the host name in server list, rather than IP-address.
* Fixed a bug that stopped music playing after Alt+Tab and did not resume upon returning back to the game.
* Fixed text rendering: "Click on the map to add a new <cut>" (the text was cutting midway, now it's displayed properly).
* Fixed issue when NPC ship was firing homing/guided weapons while not locked on the target.
* Fixed a bug with server console commands processing (important for save & quit console commands).

The update to the game is released now! In preparation for the release of VoidExpanse: Pariahs' Bane expansion on the 7th of this month!

Pariahs' Bane expansion overview:
Since this is a new release, rather than a patch I won't go into details, as otherwise I would have to literally list everything that exists withing this Expansion. But I still want to give a general overview of what this expansion is about, so I will name several important features below.

* New playable faction - Pariahs with their own star system, new station, new characters, new quests and everything.
* Completely new storyline that is about twice as long as any given storyline in the original game. This storyline runs in parallel to the original story, so you are completely free to choose what to do first. This time we also tried to approach quests a bit differently to make it a bit more interesting. There are more unexpected encounters, more humor and quirky characters. It also has quite an interesting twist at the end! I really hope you will like this!
* New ships, new items, new stuff in general. But speaking of ships - we heard you and we added our first capital ship to the game!
* New music from the same great composer who created tracks for the original game!
* And more!

What is the focus of this Expansion in general? This is of course the new storyline! The Expansion adds quite a bit of new content, but our main focus from the very beginning was to create a new complete and self-contained story with a unique and unexpected ending!

Game discussion / Re: The Expansion
« on: March 01, 2017, 11:16:38 pm »
Does it mean i get 2 copies of the game's expansion ? Or one DRM free version + a Steam key ?
Technically yes, but that's not exactly how it's supposed to work :)
The idea is that you get a copy on our website (direct), but if you prefer to play on Steam, you also get a Steam key and activate the game there as well.

I just created a new topic with the detailed list of changes in the update and info about the expansion.
Please find it here:

Game discussion / Re: The Expansion
« on: February 21, 2017, 02:17:14 am »
Just read the blogpost, it sounds great, I might have to break out the modelling & texturing tools again and start building some more ship mods for the game.
That would certainly be great :)
You created a bunch of awesome ships before :)

Game discussion / Re: The Expansion
« on: February 20, 2017, 01:49:05 am »
Ho, much sooner than i expected. Depending on price, i'll buy it for sure. I suppose it will support Linux as well as the main game ? No beta before launch ?
Sure, it will certainly support linux.
As for beta - we already had some people try the game some time ago, so it should be okay. This time we didn't announce it until it was actually finished, so we had plenty of time to make sure everything works :)

Game discussion / Re: The Expansion
« on: February 19, 2017, 11:57:47 pm »
Does it have a name yet ? And an ETA, like, before summer, end of the year... ?
We will announce everything in a week or so (hopefully). There is still some final finishing touches left.
As for the release date - no promises yet, but the expansion is essentially complete. So, I'd say no more than a few weeks, but don't take my word for it :)
Whenever we give any ETAs it never works out... :)
But if EVERYTHING goes according to plan then we will announce the expansion in one week and then release it after another week.

I will have my money ready for that DLC :D
Thank you! It will really be a big deal for us if we can raise a bit of extra money for the team as that would help us to sustain the company a bit longer.
CryoFall is still a long way away before we can even thing about releasing it for sale.

Development discussion / Re: Our new game
« on: February 06, 2017, 09:08:11 pm »
So, what's happening now you have some players testing the game ? Are feedbacks close to what you've expected ? You have some unpleasant surprises ? Some good stuff ?
Well, I wrote a short conclusion/report of the test here
Everything went smoothly! :)
There weren't any problems really, a couple of small bugs, but even that was fixed in just a few days during the test.
That's the difference for not using the Unity - everything works! :)
As for the game design - there were a few things that need to be changed, but we expected that, since it's only an early development version, not even anywhere close to alpha.

Bottom line is - everything is great and we are full steam ahead working on the next version! :)

Bug reports / Re: Iron pickaxe better then Steel one.
« on: January 26, 2017, 12:39:58 am »
Yup, that was a mistake in the specified values for these pickaxes.
It's fixed now and everything was also rebalanced slightly.

I briefly had a poke at it last night. May i suggest some sort of security for doors and chests - perhaps make it like ARK where you can set them to be only opened by tribe/clan/family/guild members only?
Sure! It was simply not implemented as there weren't really a need for that during the closed test. There will be door management as well as base protection and all what you'd typically expect to see.

But i also like the idea of leaving tools outside for anyone visiting your place to drop off supplies or trade when you're offline (assuming it's not a PVP server). A sense of community building
Sure, you can do that. But we will also make it possible to install trade machines where you will be able to place goods, set your price and anyone would be able to use these machines to buy your goods.

The wolves are amazingly cute.
I guess so :)
We will make them a bit more ferocious for the next version, though :)

We have concluded the first closed test.

Thank you everyone guys! This was great! We learned everything we needed to be able to proceed with the development! :)

You can read our blog post with a bit more details in our blog:

We will continue working on the game and when the time comes we will launch another test (either closed or public).

Ideas and suggestions / Re: A few thoughts on the game.
« on: January 22, 2017, 06:36:47 am »
Thank you for taking time to write the these suggestions. I will probably not reply to each point individually, but rather say "yes" to everything :)

Some of that has already been mentioned as you noted, while some other points were planned actually, but more importantly it shows that we (developers and players) are on the same page :)

We will have most of these things implemented for the next test or some time after that!

Development discussion / Re: CryoFall - Closed Alpha Test Applications
« on: January 22, 2017, 06:22:53 am »
Code for closed test is sent!

Also, sorry guys but we are not accepting new applications for now.

We will be concluding the the test in a few days as we have gathered all the necessary data to be able to proceed with the game. As the project develops a bit more we will most likely launch another test, either closed or open.

Bows and Crossbows for those who want to RP in Rembo style, or just anyone with will to survive in the world where animals can really kill =)
Actually we already have them in the game :)
We just disabled them for now because they don't work properly yet.

Explosives. TNT, C4, or just cans with gunpowder and nails.
Yup, this is planned. We already have the art for that, but we need to implement the actual explosion mechanics to add it into the game.
There will be three distinct types of explosives:
- grenades (you throw them as you'd expect)
- bombs (that go off after a certain time)
- mines (you hide them in the ground and someone blows up when stepping on it)

I suggest to reduce chance of Coal drop from stones and replace Charcoal in Steel recipe with Coal. It will make more sense cause from Coal you can make Coke(Chark) that is usually used in metallurgy. Or, you can give us ability to swap between Charcoal and Coal in recipes.
Quite sensible suggestion for sure. But I can't say anything yet as the balance is still very off at the moment. We will keep adding things into the game and balance as we move forward. But I can say for sure that the balance will change substantially.

After polishing crafting system and killing remaining bugs in current and future builds we will need to test weapons and armors in PvP and PvE.
I suggest you to make separate server ...
We planned something similar to what you described :)
But we will probably continue as is for now, at least until we implement all the weapons properly so they have the right feel and mechanics.
Although stats wise they are quite close to the final balance as this was based on a mathematical model.

Thank you for your suggestions!

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