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#1051
News and Updates / VoidExpanse - Patch notes v0.7.10
April 11, 2014, 04:07:56 AM
Original post: http://atomictorch.com/Post/Id53

Quote
And it is finally done! This update primarily addresses all the reports that were given on the forums. Really big thanks guys! We were also able to slip some improvements to the game along with bugfixes. Overal I am very pleased with the work done this week. I hope you will like the changes! As usual find the list of updates below.

Oh, and below is an example of a rediculous faces you can create now :) PS - there are Hulk Hogan mustache now :)


New features:
    Added industrial miner 2.
    New generator (tritium + capacitor).
    Whole lot of new face parts for character generator.
    Consumables drop from pirates.
    Added autosave interval setting to options.

Changes:
    Consumables can now equipped in flight. You don't need to dock to a station to do that.
    Signposting - we have added clear indications to some actions to make it more clear why you can't do something or how you should do it.
    Modified and rebalanced Avalanche hulls - now they are actually made for speed as it was intended.
    Added missing icon for the first quest item.
    Increased energy capacity for all generators.
    Tooltips for ships now show tracking angle and tracking speed for each weapon.
    Other small changes.

Bugfixes:
    Fixed bugs with some quests. Particularly the Scurvy quest was changed significantly.
    Fixed unequipping of devices when changing hulls.
    Now it doesn't tell you "Docking failed" when you already docking.
    Fixed NPC dialogs and container exchange states closing.
    Now you cannot talk to turret platforms and pirates.
    Fixed the problem with conversations when you talk to another ship, exit with Esc, the ship was zoomed-in and unresponsive.

Known problems:
    Path to the game must not contain unicode symbols. Basically only symbols in default Eng keyboard are allowed. It should be fixed soon.
#1052
Ideas and suggestions / Re: A few things
April 10, 2014, 07:16:15 AM
Totally agree. Great ideas. Some of that goes directly to our todo list now!
#1053
Totally agree with the OP.
1. There will be autopilot to automate the long jorneys.
2. There will be longer jumplines. But not now. We will implement it later as a quest line.
#1054
Game discussion / Re: GalaxyPedia
April 10, 2014, 07:11:00 AM
Quote from: Tchey on April 10, 2014, 06:09:05 AM
I always think gameplay and playable content should always come before walls of text and shiny pictures, but for sure i will be a nice addition to the game, later.
The only reason we are doing it sooner than later is because we need a tutorial. Surprising number of people can't figure out how to actually use the game :) So we just must introduce some kind of tutorial. And since it would be better to combine codex with the totorial we might as well do everything together.

As for the way to call it. Codex is just to simple and boring. Different variations of VoidPedia, etc. won't do it either because Void Expanse is just a small part of the galaxy. But the info is independent of that. So, something like a GalaxyPedia should be okay, but at the same time it sounds too cheesy :)

PS - VoidExpanse is the name of the game, while Void Expanse is the name of the region in the game. Don't mix it up :)
#1055
Game discussion / GalaxyPedia
April 10, 2014, 03:46:31 AM
We will be implementing help/tutorial system and as a part of that system we will also create GalaxyPedia. The name is of course a temporary one (please suggest something better :) ).
But the reason I created that topic is because I would like to hear your ideas on the best way to implement it.

So the way I see it now we will have a window with a list of topics on the left (separated into several categories) and the particular article of this pedia on the right. Something similar to this:


So, when you want to read about mining for example you would open the pedia, search for section "Mining", then click on "Mining asteroids" and read the article (with pictures) on how to do it and basically get all associated information.

That's the basic idea.

Any suggestions to make it better?
#1056
Ideas and suggestions / Re: semi-random events?
April 08, 2014, 09:22:00 PM
carch, good ideas, thank you.
I will talk with the team to see which of these we can implement!
But we willcertainly add something :)

Quote from: Ophidios on April 08, 2014, 01:51:00 PM
If I may propose, I think rather than scripting random events like this, you'll get far more bang for the buck by merely simulating the operations of a universe and letting emergent things occur on their own.
Some of that could work. We will see!
#1057
That is in the plans. The list of owned things on other stations, that is.
It will be added in one of the next versions.
#1058
Mods / Guide to post your mods
April 08, 2014, 03:15:24 AM
When posting your mods on the forums please follow the template outlined below for best results!

Title: Title of your mod.
Image: Url, or in-page image of your mod. Certainly not required, but would be really nice to have.
Author(s): Authors of the mod.
Description: Information on what your mod does or adds to the game. Basically a summary of mod content.
Mod version: Current version of the Mod.
Game version: For what game version was the mod created?
Game mode: Single player or multiplayer?

Here is a template for you to copy
Title:
Image:
Author(s):
Description:
Mod version:
Game version:
Game mode:
#1059
Mods / Re: MoreItemsPack [0.1.1]
April 08, 2014, 01:53:29 AM
It's nice, but we simply wouldn't be able to manage that. If we start managing plugins then we wouldn't have time to make the actual game...
#1060
Ideas and suggestions / Re: semi-random events?
April 07, 2014, 07:40:27 AM
Yup, we would like to include events like that.

If you can come up with a few interesting ones it could help! Thanks :)
#1061
Game discussion / Re: thoughts on mining
April 07, 2014, 03:55:31 AM
Quote from: carch on April 07, 2014, 03:50:45 AM
and.. my two questions? do depleted roids regenerate and how do i see their contents once i have the skill? (if the skill bit is implemented yet*
IIRC not at the moment. But they will.
As for seeing contents - it is not implemented yet.
#1062
Ideas and suggestions / Re: Class-related skills
April 07, 2014, 03:28:57 AM
Quote from: TormentoR on April 07, 2014, 03:07:18 AM
I was wondering if, in order to provide a different gameplay experience for different classes, other than the starter equipment, if there are plans to make certain class-specific skills or even skill trees?
I personally would love to see the ability to develop a character differently based on the class you select.
Yes. For now all characters are pretty much exactly the same. But that is because the skill tree is not completed (not even close). Once it is we will create characters that are truly different.
#1063
atmorbid, I agree with you. Using strafe and moving at the same time is somewhat difficult even for us, even though we created the game. So yeah, we will certainly investigate alternative control modes. Although it is not a top priority for us at the moment since there are tons of bugs we need to fix first and add more content.
#1064
Ideas and suggestions / Re: Tracking Speed
April 07, 2014, 02:37:35 AM
The tracking speed is actually a property of a slot, not a weapon.
But it is a good idea to show it. Will be in the next update!

As for sell all - we need to think how to implement it the best way.
#1065
Game discussion / Re: Balance issues
April 07, 2014, 02:30:26 AM
Well, it's only an alpha. So it will take us some time to polish the balance :)
Hopefully we can do that sooner than later though!