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Messages - Lurler

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Ideas and suggestions / Re: My suggestions!
« on: July 28, 2014, 12:56:00 am »
Faction creator
Being honest I will tell you that it is unlikely, as factions are tied to the game story very tightly in the core game.
But I am sure someone will create a mod that will make it possible to create and manage your faction :)

Station building
When you build your own station you can add new parts to it. (a garden factory etc)
Already planned :)

Possibility to build colony's
This is tied to the planetary interactions and it also in consideration.

News and Updates / Re: VoidExpanse - Patch notes v0.9.0 EXPERIMENTAL
« on: July 24, 2014, 07:24:58 am »
Very awesome! - kunix server will get upgrade to the experimental version tonight :)
I would recoment to wait for a stable version, though.

News and Updates / VoidExpanse - Patch notes v0.9.x
« on: July 24, 2014, 04:11:09 am »
VoidExpanse v0.9.x Update patch notes.

You can find the release post here:

VoidExpanse is now also available for Mac OS and Linux! You can download each build in "My games and items" on our website.

=== VoidExpanse v0.9.9b ===
List of changes:

=== VoidExpanse v0.9.8 ===
List of changes:

=== VoidExpanse v0.9.7 ===
List of changes:

=== VoidExpanse v0.9.6 ===
List of changes:

=== VoidExpanse v0.9.5 ===
List of changes:

=== VoidExpanse v0.9.4 ===
   * Updated extras menu.
   * Increased station storage size to 1000.

   * Minor save game issue.
   * Containers in the world are disappearing when docking.
   * Connection with master server closing right after connection with game server established.
   * Game client disconnects from Local GameServer when Multiplayer menu closes.
   * Some fixes to texts.

=== VoidExpanse v0.9.3 ===

   * Server logs will now flush (write all pending entries) before shut down.
   * Save game will now properly check compatibility and display correct information.
   * Multiplayer servers will now properly notify the client if the version is different.

   * Freezing on Mac due to local server issues.
   * The game crash when quitting.
   * Turret line is offsetted when flying at full speed.

=== VoidExpanse v0.9.2 ===

   * Server performance stats logging is now implemented to make it easier to identify any potential problems in the future.
   * Graphical assets optimization (up to 25% size reduction).
   * CPU usage improved significantly (network related issue).
   * Improved networking & physics interpolation.

   * Critical bug with ModsConfig.xml
   * Bug with creation of local game.

=== VoidExpanse v0.9.1 ===

   * Made radar ranges higher. Now different radars will give different surroundings scanning range.
   * New explosions, also dependent on the size of the object.
   * Updated backgrounds generation.
   * Explosions now add impulse, based on radius and max_radius.
   * Improved shadows rendering. Now much smoother.
   * Refactored savegames system. Now much better, faster and smaller. I hope it works... :)
   * Update credits (license usage).
   * New trail effects.
   * Other small changes.
   * Hardcore mode not working.
   * Gentleman bonus not working properly.
   * Banshee Mk2, ballistic hardpoint position.
   * Ramming not counting towards kills.
   * "About trade" and "Trade route" shouldn't be in history section.
   * Gratitude phrases. "Thanks much", etc.
   * Disruptor ray description, properties and requirements.
   * Freighter blinker is on the wrong side.
   * Radars not using energy.
   * Bug with rocket model position in relation to world origin.
   * Weapons doted lines aren't moving with mouse.
   * Quest tooltips not working.
   * Tooltip of consumables isn't displaying properly.
   * Effects definitions.
   * Hull repair doesn't work and tell "the item is on cooldown" 3 times.
   * Mines and missiles giving too much explosion impulse.
   * Astrogeology skill doesn't work.
   * Character avatar not displaying after Alt+Tab.
   * Some windows not closed by ESC key.
   * Avatars cache.
   * Other fixes.

=== VoidExpanse v0.9.0 ===

New features:
   * Character classes are now implemented. Depending on your choice you will get completely different starting skills and items.
   * Skill system is now fully implemented and includes more than a hundred skills separated into four categories: piloting, combat, engineering and social.
   * New NPC types using new ships and new weapons.
   * A whole lot of new weapons for all categories.
   * Missile weapons were finally implemented and include a whole range of different types starting from self guided missiles to a tactical nuclear weapon.
   * New space garbage types.
   * A lot of new sounds are added and some existing ones are adjusted.
   * New space backgrounds.
   * New music, making it now a total of 18 tracks with a play time of almost an hour.
   * When you target a ship the pilots portrait is now shown.
   * Added more random quests.
   * Screenshot format selector in options: now you are able to choose between PNG and JPG.
   * Reputation changes with factions are now properly displayed.
   * New trading system allowing you to finally trade and extract profit from it. As well as other changes such as random stock generation for items, etc.
   * Server settings are implemented.
   * New weapons models in the game, different for each weapon category.
   * Mini bosses. Now you can encounter pirate "encampments" in all systems.
   * New hulls for your to purchase and use.
   * UI scaling is implemented.
   * The game now supports HiDPI resolutions (with proper UI), will be especially important to Mac users.
   * A ton of other new stuff.

   * Renaming to a lot of things in the game.
   * Changes and fixes to existing quests.
   * New topics to discuss with NPC. For example you can ask a broker on a trade station about profitable trade routes.
   * Weapons definition format is extended with new properties. Some older properties that weren't working are now implemented.
   * Game performance is improved significantly.
   * Music now slowly transitions.
   * Rewritten cache management (textures / models / sounds), now fully asynchronous and multithreaded.
   * Help window image is replaced with higher resolution to remove blurriness.
   * Much better mining effects, including pieces of rocks flying away from the asteroid being mined.
   * Skills are now separated into "essential" and "non essential" and are visually distinct.
   * Items can now require effects instead of skills (important for modding).
   * Replaced physics for ships (now much more "real world correct"). Flying feels much smoother now.
   * Extended keybindings.
   * Changes to some texts in the game.
   * Changes to experience / character level progression.
   * Civilian items are now always infinite of all stations.
   * Improved all in-game tooltips. For example consumable tooltips now display full and correct information.
   * Added info on where a particular item must be equipped to tooltips.
   * If you try to undock and you don't have any weapons it will ask you if you really want to do it.
   * A ton of other changes.
   * Autosave lag.
   * Bugs with quests.
   * Textures disappearing.
   * Weapons positions on the ship.
   * Game crash after respawn.
   * Incorrect models positions.
   * Sun effect using too much processing time even if not visible.
   * Space dust disappearing after Unity 4.5.
   * Bugs with "apply" in options.
   * Console bugs / crashes.
   * Background screen not updating after death.
   * Inventory being open after death.
   * Dead players ship not respawning when savegame loaded.
   * Avatars rendering quality (gray pixels on edges).
   * Issues with help screen (not closed by F1, sometimes opened by F8/F9).
   * All asteroids being the same size.
   * Ships use side thrusters too much while docking.
   * Blurred vector graphics.
   * "Show on map" - shows incorrect marker.
   * Music not looping, starting / stopping incorrectly.
   * A ton of other fixes.

i'm interested for modding, i can do graphics and codes, but i 'm searching for the file where the effects types are defined
In the new update there is a definition file for all effects present in the game, so you will be able to use it.

How did you discover VoidExpanse/AtomicTorch?
That's actually a good question.
I'd like to know the answers as well :)

Game discussion / Re: Questions: Is it sandbox/open world? + others
« on: July 22, 2014, 05:58:34 am »
Yes im buying the platinum edition ASAP!!!! :)
Awesome :)
And the new update will be out in a few days after a round of bugfixes.

What kind of bugs will i be expecting?
Is there savegames? - a big deal for me usually :D
Well, the game is pretty stable for most people. There are some bugs in some special circumstances, but we try to fix all of them ASAP.

Game discussion / Re: Questions: Is it sandbox/open world? + others
« on: July 22, 2014, 03:17:23 am »
Is this game open world to explore trade etc?
You can check the official site which was updated today. I think it gives a good overview of the game.

What can i do in the world currently?
Well, it is up to you. You can just do your thing, explore, fight, mine, etc. or you can join a faction and follow one of several quest lines.

How big is the world/universe?
You can change the size of the universe when you start a new game. But it's pretty big.

I have being following this game for a pretty long time and im very intrested in it.
Hm, in that case... May I suggest you buying it then? :)

Game discussion / Re: Have you joined any faction?
« on: July 21, 2014, 02:19:40 am »
edit edit: Ah. Turns out there were quests available in other systems.
Right :)
There are NPCs in different faction systems, so you have to do some exploring if you want to find all of them.
Later there will be even more of them of course.

Game discussion / Re: Working on skill trees, need your help
« on: July 17, 2014, 06:23:32 am »
Hello again, I know I'm a bit late to the part, but I'll add my 2 cents anyway ;)
Sure. Thanks for joining the discussion :)
Until we release the update there is always a possibility of changes if they are needed.

From looking at the graphs you posted it doesn't seem like there are skill requirements for the basic weapon types. I'd kinda like it if we only started with a single light type, i.e. beam/pusle. Kinetic and Missiles should require a skill. Or am I just misinterpreting the tree there?
Actually they do require skills.
Also the final skill trees were changed a little bit from the diagrams above too.
To use any weapons apart for civilian types you need to have either "Direct weapons" skill (for basic ballistic and energy weapons), or "explosives" skill (for missiles and mines). The first is available to be taken from the beginning and most characters will in fact have it already when starting the game but explosives skill requires character level 5. And then to get access to advanced types of particular weapons you will need to advance down the tree.

Ideas and suggestions / Re: FrostyWolf's Suggestion List
« on: July 17, 2014, 02:10:02 am »
Appreciate your time in writing this detailed suggestion post! :)
Although it's an alpha and as is expected most of that is planned anyway.

Trading - is already implemented for the next update and I am sure you will enjoy the new system. There are not just asteroids, but different goods too.

Randomness - we are going to do it a bit differently. Random loot will be tied to the upgrade system and each piece of gear will have a chance to get some unique properties. But that's too early for that though. This features is planned closer to beta.

Game discussion / Re: Working on skill trees, need your help
« on: July 15, 2014, 02:58:55 am »
Phew, finished with the skills. It was a very tedious task creating xmls for all skills but now it's done :)
Tomorrow I will give another pass to balance all the effects and fix any mistakes and then only graphics will be left to do.
(for the skill part that is, there are more other tasks to do before release)

Game discussion / Re: Working on skill trees, need your help
« on: July 11, 2014, 03:30:34 am »
Maybe radar skills for in the misc. tree?  Figure if they're gonna go anywhere they should go there or in engineering.
Yup, they are part of engineering skill tree. It is not fully complete yet, but here's what I have so far.

(click on the image to enlarge)

The mining skills are also part of engineering section, these will be grouped along with crafting and upgrading skills into one big "Industry" tree later on when we add crafting.

Ideas and suggestions / Re: Some suggestions
« on: July 11, 2014, 03:26:19 am »
Detailed energy breakdown is planned, but it won't be in the next version since it will be a part of a larger stats screen which will take quite some time to implement properly. But that is something we are definitely planning before beta.

Game discussion / Re: Working on skill trees, need your help
« on: July 11, 2014, 12:17:31 am »
Edit: This made me remember a quick question, too, when it comes to base range version max range.  I can see a different in particle effects in the game, but how does it affect weapon numbers?  Shots just do less damage past the basic range or something?
Exactly. Past standard range it starts to do less and less damage until it hits max damage where it disappears.
So, energy weapons have very short standard range, but much bigger max range, making them very effective when you are close to the enemy, but ineffective at higher ranges, while ballistic weapons have standard and max ranges almost the same making them do almost the same damage regardless of the distance, but of course hitting anything with a slow moving projectile is much more difficult than with a laser.

And here is an update for the combat skills section.
This time I've finished the "explosives" tree.
I am not entirely satisfied with it, but I still think it is quite good.

(click on the image to enlarge)

Any feedback?

Now what is left is the misc section. I will try to think of at least a couple more skills because right now it is practically empty.

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