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Messages - Lurler

#886
Sounds fair, if it can be done in a reasonable time we will try to push it in the next big release.
#887
Bug reports / Re: System map bug
August 21, 2014, 01:35:24 AM
Yup, we wanted to have 4 nav markers max for each system.
"Nav. Point Alpha", etc.
And on the radar they will show like arrows with a letter next to them.
#888
Game discussion / Re: Steam greenlight
August 19, 2014, 04:00:04 AM
Alas, but it isn't that simple.
We've contacted dozens of websites, youtubers and other media people, but generally only 1 in 25 even respond at all, not to mention giving us a coverage.

But if you know someone, or know some youtubers who would be willing to make a review or let's play we will provide gift codes for them (and for you of course) as many as needed.
#889
VoidExpanse is updated to v0.9.7c.

This will be the last patch of v0.9x version. It solves all reported issues and should be stable and give us time until the next big release.

=== VoidExpanse v0.9.7c ===

New features:
   * New API functions (as requested on the forums)

Changes:
   * Aurora hull is now a little bit bigger

Fixed:
   * Business Station upper Dock does not work
   * Tooltips eat memory
   * Server crash
   * Server hogs memory (Mono)
   * Crash on exit
   * Quest issue
   * Item count selection dialog crash
   * Savegame info metadata is broken




#890
Game discussion / Re: Steam greenlight
August 19, 2014, 03:08:22 AM
It is more or less stuck at 90%+
I am trying to find any ways to bring more people to the project.
Just a little bit more and we would have been in top 100, meaning that we would have gotten a chance to be greenlit.
#891
Good idea actually, about the command line argument for launching the sever with a particular save slot.
Added to our todo list!
#892
Ideas and suggestions / Re: Mod tracking
August 18, 2014, 07:36:06 PM
Good idea, thank you.
Added to our todo list.
#893
Although I also like the idea, but as we already mentioned (was it me or someone else from the team?) we are not planning to add capital class ships into the core game. It would simply make the game into something else entirely. We want you to be a pilot of your own ship, doing missions, fighting pirates and aliens, etc. But introduction capital ships will simply change the gameplay too much.
Now, saying that, you can actually do a mod even right now that would add these ships into the game. And I am sure someone will eventually make a mod with capital class ships. I would definitely like to play it personally :)
#894
Mods / Re: Breaching the Core Full Mod
August 18, 2014, 04:06:31 AM
Wow, that's some massive changes! I also really like the way you've done ship equipment. Do you mind if we steal the idea? :)
#895
Mods / Re: Miners Heaven V0.0.1 available
August 18, 2014, 01:49:27 AM
I think it is a very neat mod :)
But now to reinforce the reward-ness of mining you could add some rudimentary crafting system.
For example for the best mining gear or mining busters you might need to talk to some NPC and give him the ore in exchange for these devices.
#896
Actually you can set the shop level as 0 - then they won't appear in stock.
#897
Have you guys tried the new Aurora class heavy cruiser? I really like it myself, but I gotta agree - I also enjoy playing missile ships such as fang.
#898
Bug reports / Re: Skill Points
August 17, 2014, 07:38:40 PM
Ehm... so you are just getting 5 SP instead of 10 SP on level up? O_o
#899
x-tream, we plan to implement that system as an alternative control scheme. Hopefully it will be included in the next big update.
#900
Mods / Re: Breaching the Core Full Mod
August 17, 2014, 07:35:41 PM
Can you post some screenshots? :)