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Topics - Lurler

#21


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!
#22
Game discussion / World editor
January 17, 2017, 02:17:20 AM
I just wanted to share some info on the world editor that we recently finished developing for CryoFall. We are currently using it to create a map for closed alpha test.

He are a couple of screenshots:


(click on the image to enlarge)

As you can see it has quite a number of different editing tools. Everything is quite convenient and easy to use.

If you are curious the tools are (left to right):
- Selector tool (select objects, see their info, etc.)
- Terrain tool (edit the actual terrain)
- Object placement tool (allows to place objects into the world)
- Slopes tool (allows to add slopes between different levels of terrain)
- Zone editor tool (allows to specify zones, like forest, monster spawns, loot spawn, etc.)
- Map configuration tool (resize, etc.)
- Macro tool (island generation, etc.)
- World management tool (save, load, etc.)

In anticipation of your question - no, initially we don't plan to release the editor to public. We would like to work on the game more and when we feel that the default map is interesting enough and we have all the necessary things in the game then we will consider releasing the editor to public. But it was obviously developed primarily for the internal purposes.

Editor will be included in the modding tools later, and by the way, the editor itself as a whole is just a mod for the game! This goes to show just how much you can do with modding! We are anticipating really great things from the community with such powerful modding tools and unlimited creativity that you guys have! :)
#23
News and Updates / VoidExpanse - Patch notes v1.7.x
August 12, 2016, 04:17:41 AM
VoidExpanse v1.7.x Update patch notes.

This update focuses very much on bugfixes, but there are a few small gameplay adjustments and changes.

=== VoidExpanse v1.7.0 ===
New features & changes:
   * Added option for selection active display to graphics options.
   * Added important networking feature! Now you can connect to people on the same network using local address, rather than external. This will solve numerous problems like "I started the server, other people can connect to it, but I can't!".
   * Increased avatar size in Decks/Dialogue windows.

Fixed:
   * Fixed EMP/nova effect not rendering properly.
   * Fixed many issues related to localization.
   * Fixed faction relations screen when there are more factions than in vanilla game.
   * Fixed freezes under certain conditions.
   * Fixed null reference exception bugs.
   * Fixed game starting on incorrect display (Unity).

! Extra notes !
* Saves ARE compatible with the previous versions!
* Important! It is necessary to update BOTH clients for users and servers for server hosters.

#24
Modding info / Modding
May 03, 2016, 11:12:02 PM
In this topic I would like to start talking about the way the game is implemented as it is directly related to modding.

Well, essentially the game IS a mod for the engine. It uses available API to create the entire game. There is nothing that is hidden from the players.

The entire core.cpk package is a VisualStudio Project with EVERYTHING we have. It is completely open to the players. Every single game system is 100% open-source :)

If you remember we tried to do something similar with VoidExpanse, but it is not even close. There we had some parts of the game as scripts to allow modding, but ultimately it proved to much hassle, impossible to debug, etc. and in the end VoidExpanse didn't see many big mods. With this, however, it is extremely easy to develop. You just take an empty project (that we will prepare beforehand) and start coding with all the nice things available in Visual Studio. Autocomplete, debugging, live-editing (yes, the game will be running and you can edit the code live), etc. And yes, it is C#, not some crappy Lua or JavaScript :) We wield the power of real C# here!

You can read a bit more about the engine here: http://wiki.atomictorch.com/Renkei_Engine

Anyway, let's take a look at how the project is structured.


We are using the same notations as in our previous games, so it should be self explanatory. But let's go over everything.
Content - Contains folders for all in-game content. That includes the graphics, music, sounds, etc.
Data - Different data files, such as localization. Well, to be honest for now it is only the localization :), but we might include some other things if needed.
LibsGameAPI - This is needed to compile the project. Different DLLs, you don't need to worry about it :)
Scripts - This folder contains the actual game logic. Everything is here. Everything related to how the game works is here.
UI - Again, should be quite self explanatory. This folder simply contains XAML definitions for different UI elements in the game.
As for files, there are only two that are interesting for us.
header.xml - This is the mod definition file, it is exactly the same as in VoidExpanses. It lists the author, version of the mod and other such things.
AtomicTorch.CBND.CoreMod.sln - this is the actual project file that can be opened in the Visual Studio.

Now let's take a look how certain elements in the game are actually implemented.

Ammo implementation.

There are a few interesting elements here. First - there is no logic in this file. It is only definition for the particular item. In this case it is 10mm ammo. The logic is actually contained in the ProtoItemAmmo file. We have many of these proto files. This allows us to reuse the same logic for many items, rather than creating tons of files with and without logic on the same level of hierarchy.
You can obviously inherit from these proto files for your items. Just to be clear - all that is opensource, so you can take a look what's inside and create your own proto files.
Next, this item also implements an empty interface IAmmoCaliber10 - this essentially means that it can be used with any weapon that accepts 10mm ammo. It allows us to have many-to-many relation between ammo and weapons. There could be many types of ammo (standard, expansive, ammo piercing, etc.) and many weapons that use that ammo.
Okay, let's take a look at the following code now. As you can see, it simply specifies the properties for that specific item. In this case it is an ammo-piercing bullet that deals 15 damage upon hitting the target. And its type of damage is set as impact+kinetic. There are many other properties that can be specified if necessary.

And here is another example. This time for a berry bush.

As you can see it also inherits from the proto class and specifies the necessary properties.
We put testing values there for now, but as you can see it means that the berry bush grows 10 seconds and then bears berries every other 10 seconds from there. Later it will obviously have more realistic values.
#25
Game discussion / Dinocide - boss levels discussions
December 02, 2015, 09:27:41 PM
We've just uploaded a new version of the demo which includes the first boss.

Please read the full blog post here: https://atomictorch.com/Post/Id1130

And now we'd like to hear your opinion on that :)

The full game will obviously include more bosses as well, but for now there is this one you can try :)
#26
News and Updates / VoidExpanse - Patch notes v1.6.x
November 24, 2015, 12:55:07 AM
VoidExpanse v1.6.x Update patch notes.

This update focuses very much on bugfixes, but there are a few small gameplay adjustments and changes. It took us a lot of effort to squeeze all these bugs out :)

=== VoidExpanse v1.6.0 ===
New features:
   * Added support for working with unpacked mod files, this is important for modders
   * Added modding shortcuts: Ctrl+F5 to reconnect to the current multiplayer server and reload all client XML data and assets, Ctrl+F6 to reload all client assets (works only with unpacked core file and mods)
   * Significantly improved quality of the server simulation, physics calculations and network synchronization
   * Added option for displaying a customizable server welcome message (see SettingsServer.xml file).

Changes:
   * Improved logging (important for modders and for debugging purposes)
   * Updated Unity3D to v5.2.3f1
   * Updated NoesisGUI library to v1.2.5
   * Improved server time processing, it is now much more precise
   * SharpCompress library updated to the latest version
   * Improved multiplayer server launch speed by moving UDP port forwarding subroutine to a separate thread
   * Improved autopilot, specifically obstacle and asteroid avoidance
   * Changed healing beam balance, now it heals 25% structure for 5 seconds regardless of maximum HP
   * Improved devices processing, now much more precise
   * Various server performance improvements (for single player as well)
   * Improved camera handling, especially during cruise mode
   * Improved screen shaking effect during explosions
   * Improved weapon cursor (added outline to make it more visible on the bright backgrounds)
   * Now you don't have to specify the exact version of the mod file when editing mod list manually
   * Changed some server commands syntax (see wiki for details)
   * Server chat logs now include information when players created characters, enter and leave the server
   * Improved reliability in certain corner cases when saving world on the server
   * Improved NPC AI routing (especially when docking)

Fixed:
   * Fixed: Fanatics quest line
   * Fixed: skill tree updates for SP an MP
   * Fixed: rare crash on Linux related to input handling
   * Fixed: issue when typing '.' or ',' char to chat were often missing
   * Fixed: no sounds issue for users whose username contained spaces
   * Fixed: many localization and other small text issues
   * Fixed: several memory leaks (important for long running servers)
   * Fixed: fixed certain weapons-related skills not working as expected
   * Fixed: now deleting a character from the server actually clears all associated data
   * Fixed: local server not starting properly in some circumstances
   * Fixed: server commands requiring player name could not find a player which name contains spaces
   * Fixed: server config file not being populated with all required fields on server start
   * Fixed: fixed errors in certain scripts
   * Fixed: "killall" command will now only kill non quest enemies
   * Fixed: various little issues.

Official Wiki updated.

! Extra notes !
* Saves ARE compatible with the previous versions!
* For multiplayer - make sure you update both: client AND server

#27
Game discussion / Controller rebinding
November 23, 2015, 01:00:25 AM
We are currently working on adding a menu to reconfigure your controller.

Here's how it will look.



Not exactly like that, but this should give an idea. The small buttons below the controller are to show what the button is currently bound to. For example if may state "Button10" for start. Which is usually the default button on most controllers. Same for all other buttons.

To rebind you simply select the [Rebind] button and it will tell you "press up now", "press a button that you want to be a start button now", etc. And after it is done asking you for all buttons the new configuration will be saved. This way you can easily change the bindings for the controller buttons.

PS - doesn't the controller look very familiar? :)
This is not intentional, honest!
#28
Game discussion / Dinocide - Demo Version
November 13, 2015, 12:42:53 AM
If anyone would like to playtest the demo version of Dinocide please let me know here in this thread. I will contact you by PM or E-mail (the one in your profile) and send you the link to the game.

Currently the demo has 3 full levels and a good number of things to try, such as riding a dino, blasting your enemies with a few different weapons and such. I'd say it has a solid 10 minutes of gameplay if you are good at platformers or up to 20 minutes if you end up dying a few times :)
Also there is only a Windows version currently, Linux and Mac will be available with the release.

This test will be private, so if you do intent to participate please do not share the game yet.

But if everything is well we hope to release the demo, trailer and launch a Greenlight campaign relatively soon.

And when we pass the Greenlight then release the game to Steam ASAP :)
#29
Game discussion / Dinocide - Discussion
October 15, 2015, 08:58:11 PM
Dinocide is a classic NES inspired old-school single-player platformer in a prehistoric fantasy world.

The protagonist has to save his love interest who was kidnapped by an evil and mysterious Dinosaur God. You are accompanied by your own tame Dinosaurs, who acts as a mounts, brother in arms and a true friends. With their help, you can jump higher, run faster, swim, fly and do a lot more things that an ordinary primitive man would never be able to do by himself. To reach your goal, you will travel together through the lands inhabited by ancient creatures and unknown dangers.

Features:

  • Dinosaur mounts make you faster, stronger and offer a variety of tactical abilities.
  • Non-linear progression by different routes leads to varied ways to complete your journey.
  • A multitude of different biomes to visit - deserts, jungles, forests, lava caves, oceans, ice plains and more!
  • Weird creatures. Ok, fine, we know about the dinosaurs. But millions of years ago there could be something else we have no idea about. SAS trooper skeletons, for example.
  • Unique time/life mechanic. One bar shared for both the time limit on the level and life of your character.
  • Classic action. Don't think. Don't feel. Just go. React. Kill. Jump. Eat. Ride. Like in the good old times! You are not here to watch a movie!
  • The unmatched fun and drive of an 8-bit era game!

Release date: TBD (Q4, 2015)

Website: http://dinocide.com

Preorder: https://atomictorch.com/Store

Screenshots: http://dinocide.com/Pages/Game-and-media



#30
News and Updates / VoidExpanse - Patch notes v1.5.x
September 24, 2015, 09:06:37 PM
VoidExpanse v1.5.x Update patch notes.

As was mentioned before it is mostly bugfix update, but never the less we were able to add a few nice thingies in there as well :)

=== VoidExpanse v1.5.0 ===
New features:
   * Solar blaster cannons (high power energy weapon)
   * Swivel cannons (ballistic cannons)
   * Frag missiles (missile/mine weapon)
   * New items for your ships
   * Added "share feedback" button in main menu of the game, so you can directly open steam discussions (or this forum) when you play the game.
   * New galaxy map rendering algorithm using our custom algorythm, now generated galaxies will have no holes in their territory and generally look much better
   * And other small additions.

Changes:
   * AI: enemies will now stop headbutting the player (!!)
   * Now all skill icons are preloaded (faster)
   * Better compatibility with Windows 10.
   * Improved animation of item quick move (shift + click)
   * Missiles/mines and other explosions will also shake the screen (relative to explosion power)
   * Updated NoesisGUI to 1.2.4
   * Now supporting DirectX 11 renderer (no need to install DirectX 9 on Windows 7/8/10)
   * Updated to Unity 5.2.1
   * Updated to latest SteamSDK
   * And other small changes

Fixed:
   * Fixed: cannot properly play in singleplayer savegame created by another player (topics and quests not working, etc)
   * Fixed: cursor flickering on loading screen (it's properly hidden now)
   * Fixed: startup crash issue on Mac
   * Fixed: scripting API ship.HasCargoAmount() was incorrectly counting amount of cargo in storage
   * Fixed: galaxy generation issues
   * Fixed: SettingsServer.xml not being properly created (now it will created when server launches and there is the settings file is not found)
   * Fixed: flickering textures/shadows on hacking terminal, asteroids, etc.
   * Fixed: quest join faction wasn't finished after joining other factions
   * Fixed: merchants and patrols will no longer leave station while you talk to them
   * Fixed: small issue with Xengatarn travel device
   * Fixed: issue with Barrich quest and inability to progress forward
   * Fixed: alien relics with carvings not spawning properly (blocking Fanatics quest "More artifacts")
   * Fixed: incorrect dynamic data path if using custom folder for user documents (the data will be automatically relocated)
   * Fixed: skill points could be lost when the game crashes; skills displayed as trained when they not (now skills system is completely rewritten so these issues will never happens anymore)
   * Fixed: weapon spread with specified 360 degrees (must not take skills reducing spread into account)
   * Fixed: sometimes sounds playing while loading the game
   * Fixed: cargo item displayed quantity was limited to 65536
   * Fixed: fart-docking issue (when ship constantly fires maneuvering engines to aim on the entrance)
   * And other small fixes.

Modding:
   * Modding: Added flag to allow projectiles to scatter all other included projectiles upon hit (already used for new weapons)
   * Modding: Devices can now use "special_object" as target
   * Modding: added ship.IsInDialog(ship_id), returns bool
   * Modding: added ship.GetSpeakingWith(ship_id), returns other_ship_id

Known issues:
   * Game might freeze on exit under certain conditions. But you can just close it.
   * Container Exchange window might be displayed garbled in some cases. Try restarting the game or changing the game resolution.

=== VoidExpanse v1.5.1 ===
Fixes:
   * Fixed: Players IDs were sometimes duplicated and that causes some random issues on multiplayer servers (cannot create party, cannot progress quest, etc).
   * Fixed: savegame size was growing enormously fast during the galaxy exploration (especially on multiplayer servers). Current version should strip out unused items which could reduce savegames size up to 4 times in some severe cases. Also savegame creation is much quicker now for big explored galaxies.
   * Fixed: improvements with game server memory consumption (up to twice less memory in some cases).
   * Fixed: server memory leaks fixed. Memory usage should not increase during making of the savegame files (on both .NET and Mono).
   * Fixed: animation of fast item action (with Shift key hold) was incorrect sometimes.

=== VoidExpanse v1.5.2 ===
Fixes:
   * Resolved issues with Unity & Noesis GUI on Linux.
   * Updated texture plugin, now should work perfectly on all platforms.
   * Fixed chashes on quitting the game.
   * Fixed "new game plus".
   * Fixed ship turrets not rotating under certain conditions.
   * Fixed reconnection to local server on game creation.
   * Fixed galaxy rendering.

=== VoidExpanse v1.5.3 ===
Fixes:
   * Fixed player parties issues from savegames prior to v1.5.2.
   * Fixed resolution switch issue in Windows (Unity 5.2.1p3).
   * Fixed rare issue when skill tree and dialogues don't work properly.
   * Modding: restored function ship.AddSkillPointsToPlayer(string playername, int skillpoints).
   * Fixed NPC's equipped devices stops working after loading a savegame.

! Extra notes !
* Saves ARE compatible with the previous versions!
* For multiplayer - make sure you update both: client AND server

#31
We are getting quite far with the stage of development of our new game and we would like to use your help if possible to translate it into more languages!

This game in particular was designed to have as little text as possible and use visuals instead for all meaning, so we were able to reduce the total amount of text to about a half page of a normal MS-Word document, which makes it relatively easy to translate to as many languages as we want.

So, currently we have the game in English as a core language and translations into Russian and Ukrainian, since these are the languages that we can use ourselves.
And the help that we require is:
a. Help with correcting the English version because it is not our native language (obviously).
b. Help translating it into your native language, which could be any as the game could support as many languages as needed.

If you would like to help - please leave some information in this thread, such as what is your native language and what is your proficiency with English. That should be enough.

With your help we hope to have the game translated into all most common languages :)
#32
I just seen this on another forum and thought it might be a good idea to start here :)
It's a bit silly, but hey! It's still fun!

Anyway, it's as the title states. Play nice!

(it could be one word or a phrase)
#33
News and Updates / VoidExpanse - Patch notes v1.4.x
June 19, 2015, 01:37:01 AM
VoidExpanse v1.4.x Update patch notes.

=== VoidExpanse v1.4.0 (EXPERIMENTAL) ===
New features:
   * New hacking system and special terminals that can be hacked for loot
   * New trading mechanics for stock and price generation to make it more balanced and realistic
   * Experience for trading
   * New skills: more experience for trading, several hack-related skills, electronics skill
   * New skill section - industry
   * New ships (a whole lot of them!)
   * New character type - Electronics specialist.
   * Console command for MP: delete_player %player_name%
   * Interactive space objects - refuel and repair stations, terminals
   * Whole load of new weapons, especially fast firing ballistic cannons
   * Added unique faction ships for each faction, you will receive one of them when you join a particular faction
   * New devices, such as healing beam, new EMP, etc.
   * New face parts, such as hairstyles for both sexes
   * New items
   * Modding: added API for opening container exchange for the player & other item related API, API for hacking + new triggers, etc.
   * Patrol system - now if you attack civilian or faction ships in the faction protected systems it will be punished by the faction forces

Changes:
   * NPCs will now use new merchant and cargo ships (that is, there will be more different NPCs now)
   * More gear on the starting station
   * Relics and alien guts give different amount of science points
   * Asteroids content generation is now semi-random
   * Expanded Joe's quest with new content
   * Expanded tutorials
   * Updated drop lists for killed pirates, pirate dens, "treasure chests", etc.
   * Rebalanced many skills
   * Better multiplayer menu + featured servers are now displayed as such
   * Some devices and boosters now use the new electronics skill
   * EMP device now requires energy to operate
   * Rebalance several weapons
   * Adjusted volume for certain sounds and fixed clipping
   * NoesisGUI updated to v1.2.3
   * Improve savegame backup system
   * Improved particles effects
   * Super-duper-long trails (could be disabled in options)
   * Improved options menu
   * Improved logging
   * Updated to Unity to v5.1 (their new stable version with over 170 engine bugs fixed)
   * Added a notification to the player if they connect to a server with a different language
   * Mods info for MP servers is now shown
   * NPC will now use their weapons even if they are running away from you
   * CoreFunctionality.js refactored, extracted SystemMerchants.js, SystemMiners.js, SystemPatrol.js (finally!)
   * Better AI interactions
   * When selecting items/cargo amount to purchase, the max amount now takes player money into account
   * Trade - tries to put purchased item into the cargo, if no space available then in storage
   * More accurate animation when buying items from the store with Shift-key
   * New audio options
   * No more dead zones for Pirate Den turrets!
   * Improved important skill highlighting to make it easier to see which ones are important
   * Mono server bundles for Linux and Mac are now using Mono 4 with SGen GC
   * Radar marks now use alternative shapes as primary shapes

Fixed:
   * Fixed scale range didn't apply on visual appearance of the special objects
   * Fixed server exception "collection was modified"
   * Fixed savegame being falsely reported as corrupted (unable to load the savegame)
   * Fixed NPCs merchants being stuck on the station entrance
   * Fixed trails rendering issues
   * Fixed rare problems with establishing connection to the master server and game servers
   * Fixed all resources removed in mining quest instead of the specified amount
   * Fixed script error "TypeError: null cannot be converted to an object at StarSystemUpdate (corefunctionality:409)"
   * Fixed various networking issues
   * Fixed savegame corruption issue
   * Fixed some players not being able to start Singleplayer game on Windows XP
   * Fixed issue where players couldn't connect to a multiplayer server until next restart
   * Fixed crash related to AI behavior
   * Fixed after activating a translation mod, the languages list in the options menu didn't show the new language in the list until the game was restarted
   * (modding) Fixed issue when star systems faction was changed multiple times per game frame and the client cannot display factions on the galaxy map at all
   * Fixed music starting to play when the game is not focused and sound should be muted

=== VoidExpanse v1.4.1 ===
New features:
   * Added "Wasp" heavy cruiser hull.
   * Hacking made little bit easier (especially in the starting system) and print short hacking manual to the log.
   * Hacking nodes generation algorithm improved, so you get always expected amount of the dangerous nodes.
   
Fixes:
   * Fixed Linux input issues.
   * Hacking terminals and mini-stations sometimes spawned too close to each other and stations.
   * Fixed hacking start price - now it's always 1 power cell for any difficulty (except terminal in the starting system).
   * Improved handling of the resolution changes on Mac.
   * Temporal fix for wrong aspect ration on 1280x800 on 13" MacBooks.
   * Hacking of terminal in the starting system now gives you the achievement.
   * RCS trails not rendered properly when you fly forward and try to rotate/strafe.

=== VoidExpanse v1.4.2 ===
It's a hotfix.
Changes:
   * If by any reason (bug, mod, etc) you have a hull in the inventory - now you will be able to move it to storage or equip.

Fixes:
   * When join a faction you receive a free faction hull, but it was added to the Inventory container, not Storage, and you cannot equip it

=== VoidExpanse v1.4.3 ===
New features:
   * New types of the pirates (based on the new hulls and weapons introduced in v1.4).

Changes:
   * Savegame compatibility improved. If you're playing the savegame from v1.2.9 now you will be able to finish the terminal hacking quest - just talk about it with Joe again and he will pass you.
   * Battle music now activates if there are any enemies nearby.

Fixes:
   * Asteria hull had the strafe RCS oriented in the wrong direction.
   * Sometimes battle music remains when there are no enemies nearby.
   * Improved Master server connection handling. Implemented fallback mechanism.

=== VoidExpanse v1.4.4 ===
New features:
   * Now players ships has special icons for the System Map with a different icon for the party members
   * Ships has colored name captions - easier to recognize the enemy and friendly ships

Changes:
   * Data and screenshots folders relocated on Linux and Mac (see below)
   * /pwn command add also power cells (don't cheat please!)

Fixes:
   * Fixed some typos and errors in the text
   * Resolved issue with launching the local and dedicated game server on Windows with FIPS-enforced security policy
   * Fixed bug when while the chat opened the weapon aim lines stops updating
   * Fixed NoesisGUI rare crash on Linux when using Alt+Tab

Notice for Linux & Mac users
Starting from v1.4.4 the game data will be stored in the proper system location (following standard Linux & Mac conventions):
Linux: <Documents>/AtomicTorchStudio --> ~/.config/AtomicTorchStudio
Maс: <Documents>/AtomicTorchStudio --> ~/Library/Application Support/AtomicTorchStudio
(current data folder will transferred automatically when you start the new version first time)
The screenshots in standalone version will be saved to the "<user folder>/Pictures/VoidExpanse Screenshots" folder if it exists. Current screenshots will be also transferred automatically to this folder.

=== VoidExpanse v1.4.6 ===
New features:
   * NPCs are now much smarter. They now understand that homing missiles can track enemies and will take that into account when deciding to make a shot (1)
   * New API function npc.SetupWeaponUsage()
   * Galaxy generation cannot fail now - it will try generation with modified seed
   * World seed info is now saved to savegame metadata (1)

Changes:
   * Ores and goods amount generation limited according to it's market value (1)
   * Rebalanced trading profits within the same system (specifically faction capital systems)
   * Trading experience now takes into account your character level
   * Improved sort order for goods and ores in shop - they always will be displayed in a consistent order
   * AI will not use weapons non-stop now
   * NPC initial spawn improved (1)
   * Improved balance with the starting and adjacent systems, difficulty specifically (1)
   * SettingsServer.xml is now created right after server startup
   * Path to SettingsServer.xml file is now printed to the server console

Fixes:
   * Fixed objects spawning too close or inside each other

Important! Points market with "(1)" require new game to have effect.

=== VoidExpanse v1.4.7 ===
Changes:
   * Friendly NPCs won't be so eager to attack you now if you accidentally hit them while fighting the bad guys

Fixes:
   * Fixed spawning of merchants, patrol, mining and headhunters ships

=== VoidExpanse v1.4.8 ===
Changes:
   * Modding: added long trail XML values (see trail_engine_hull_shuttle.xml)

Fixes:
   * Fixed ships getting stuck on station entry when loading a savegame where it was there
   * Fixed damage being applied twice per hit, experience added twice per kill and other "twice" issue (including some quests problems!)


=== VoidExpanse v1.4.9 ===
New features:
   * Skills reset - ask chief scientist about holodeck training!

Changes:
   * Long mod descriptions will now be displayed truncated and button "read more" is added
   * When you need a certain item for a quest the game will also check your station storage container if you're docked to the station
   * Some pirates and Xengatarns will now try fly away if you critically damaged them
   * NPC will try not to ram you so often :)

Fixes:
   * Fixed local game server crash during Selek Jeredan's "Exodus" mission
   * Fixed Exodus mission - civilian ship entering jumpgate effect
   * Fixed (Steam version) mods configuration sometimes reset when you connect to a multiplayer server
   * Fixed fanatics quest requiring luxuries while their supply is limited

=== VoidExpanse v1.4.10 ===
Changes:
   * stb_image updated to v2.06 (faster textures loading, less crashes, support for progressive JPG)
   * Removed "total_memory_process_mb" metric on Mono
   * Remove game option "Default cntrol scheme" as players can simply switch it in the game (from inventory or by pressing "Z" key)
   * New goods/ores introduced with Mods now do not require starting a new game to appear

Fixes:
   * Fixed false "corrupted save" error which made it impossible to load the savegame in some rare cases
   * Fixed undocking button bug in MP
   * Fixed game crash when some ore/goods added by mods, but mods was disabled after that
   * Fixed issue when new ore or goods added with a mod would crash the game upon docking


! Extra notes !
* Saves are compatible with the previous singleplayer version
* For multiplayer - don't forget to update both: client AND server
* Notice to the servers owners - it's better to create a new world, otherwise some new features will not appears on your server

#34
Game discussion / Delay with this update
June 16, 2015, 04:11:57 AM
I just wanted to let you guys know why we haven't released the update yet.

We were initially planning to release a test build (as an experimental) this Monday but...

Here's what happened:
http://steamcommunity.com/app/324260/discussions/0/615086038662659347/
And specifically this:
QuoteWe were actually going to release the test build this Monday (yesterday, that is). But our producer suddenly fell ill with a severe cold. Since he is a major part of the team we decided to wait until he recovers and is back in the office to release the update. Currently the actual coding is done and we are testing the build. We are also using this time to add some extra polish to the update and our lead dev added some extra things during these two days as well. So, stay tuned!

And that producer guy is me. So, I'm sorry for the delay...
But I asked our guys to wait for me so we can be sure that the update is ready.
I will be back in the office as soon as the fever is down! (this should be within a couple of days)
#35
General Discussions / New game?
May 20, 2015, 07:28:07 PM
While we are working on VoidExpanse it might be a good idea to start planning for a new game that we might do in the future. Design documents are not made in a week, sometimes it takes months or even years to come up with something good. Even in case of VoidExpanse it took almost two years until we were satisfied with the idea. Well, it might not necessary translate into a good game, but at least it gives more chances, rather than doing the design document in a rush after a spark of some random idea. So, the bottom line is - I think it is a good time to start planning for another game that we _might_ start doing in half a year or a year so from now.

We have a few ideas ourselves, naturally. Even a few prototypes done long time ago. And we did some market research. It seems that open world and survival games are very popular now and will most likely stay that way for a few years. At least that is my opinion. On the other hand I can also see that there are some very niche games getting mainstream popularity, which seem like another option.

But what would you guys think would be a good idea for a future game? Naturally we'd like to continue with something similar to VoidExpanse in a sense that we don't want to be making another angry birds clone or some such nonsense :) We'd love to do some big, interesting and innovative game.
#36
In the past we used to reply to every single topic that was created on the forum. But, unfortunately, after the release there is just too much going on to be able to respond to everything.
And not only that, but we also now have to monitor Steam forums as well. With all that it becomes just too much to be able to keep the level of communication we had before. So, please excuse us if we can't respond to you directly. But please rest assured that we read ALL and every single one of the messages or topics you post. Either here or on Steam forums!
#37
Game discussion / VoidExpanse on Metacritic
April 09, 2015, 11:48:14 PM
Hello everyone.

Can you guys share your reviews for VoidExpanse on metacritic? Naturally we are not asking for favorable reviews, but for your honest opinion, as currently there are only a few ratings and not a single review there.

I think it would be a good idea to have at least some reviews available for people who use this service to decide whether a particular game is worth their attention or not.

So, if you have some free time and would like to help - just head over to http://www.metacritic.com/game/pc/voidexpanse and tell us what you honestly think about the game! :)
#38
News and Updates / VoidExpanse - Patch notes v1.2.x
April 03, 2015, 11:23:16 PM
VoidExpanse v1.2.x Update patch notes.

=== VoidExpanse v1.2.0 ===
Changes:
   * Improved master server connection handling
   * Improved welcome screen (link with AtomicTorch.com)
   * Faster ping measurement
   * Online users list now works on Stations

Fixed:
   * Various UI-related issues (updated to NoesisGUI 1.2.2)
   * Merchants spawning
   * Laptop (especially Macbooks) overheating issues should be resolved (Make sure you use 30fps limit)
   * Too many artifacts removal notifications when trading them to the science points
   * OpenGL rendering issues (black stars on galaxy map, black sun, etc)
   * Mac/Linux: UPnP port forwarding
   * Sun effect not works on in OpenGL ("black screen issue")
   * Factions and stars not rendered on Galaxy Map in OpenGL
   * Issue when firing from projectile weapons transferred from one player to another
   * Game not running in OpenGL mode on Windows
   * Various crashes and freezes
   * Loading freeze/hang

=== VoidExpanse v1.2.1 ===
New features:
   * Added ability to connect to servers running previous version of the game (if the server uses same network protocol version).

Changes:
   * New balance for most weapons. Generally projectiles are more powerful.
   * Made chat more readable
   * Corrected descriptions of some things to make it more clear
   * Scurvy is now properly removed after quest is done (important for MP)
   * More signposting to make it easier to find certain things.
   * New repair price calculation. Now doesn't take ship price into account.
   * Other balancing changes.
   * New drop lists for all ships depending on their level!

Fixed:
   * "Save and quit" not working
   * Loading screen freezes. (we still need your feedback on this, please!)
   * Projectiles not rendered (OpenGL/Mac/Linux)
   * Local server crash on Mac
   * Quit game freezing
   * Fixed chat issues
   * Price of refuel from space merchants
   * Fixed Fanatics faction achievements
   * DirectX 9 / 11 issues
   * Game saving bug
   * Can't sell item ("can't find empty slot")
   * Several other server related issues

=== VoidExpanse v1.2.2 ===
New features:
   * Added TCP protocol for the Master Server connection, so the issues when the game is unable to connect with the Master Server should be fixed
   * If VoidExpanse can't find server exe - it will report about ANTIVIRUS issue!
   * Added protection from infinite loops in user scripts

Changes:
   * Added image validation to Mod uploader
   * Escort quest temporary removed until we can make it better
   * In auto-rotation mode the player's ship now rotates to fully match the cursor position
   * Rebalanced asteroids and mining boosters

Fixed:
   * Join faction quests
   * Command "debug_topic_tutorial_complete player_name" in Multiplayer
   * Chat command npcs_list
   * Linux server CRASH
   * Navpoint added by "Enter" click doesn't save it's name
   * Various other issues, including crashes

=== VoidExpanse v1.2.3 (STEAM EXPERIMENTAL) ===
To install this build, open the Steam Client, right click on the VoidExpanse in your library, select Properties, open "Betas" tab, enter the password is "AllTheeHailTheVoid" (without quotes). And then you can select the beta program "experimental".

This release features reworked threading system to fully utilize all of the CPU cores and resolve multithreading issues reported by the players.

Fixed:
   * Game freezes on the loading screen with 6+ cores CPU's.
   * Various freezes/hangs issues (including most of them on Mac and Linux). However, we need more feedback about the loading screen freeze.
   * Sprites (plasma balls, muzzle flashes, etc) rendered through the other objects.

=== VoidExpanse v1.2.4 (STEAM EXPERIMENTAL) ===
Changes:
   * Improved sun rendering
   * Certain ships now have omni-slots (weapon hardpoints!)

Fixed:
   * Shields not rendered in OpenGL on some GPU's
   * Errors on server (especially on Linux/Mono)
   * NoesisGUI crashes
   * Freeze on loading screen


=== VoidExpanse v1.2.5 ===
New features:
   * Sort by online players count in the multiplayer public server list
   * Server version displayed in multiplayer server info
   * Mono is now not required for running the game on Linux and Mac (Need your feedback on that. If you have any issues please remove *Bundle* file from the Server_Mono folder)

Fixed:
   * Console up/down arrows keys sometimes double
   * Game cannot unpause

=== VoidExpanse v1.2.6 ===
New features:
   * New API method: station.AddItemToStorageAtStation(int stationId, int ship_id, string item_type, int quantity)
   * New API method: generator.GetStationsAtSystem(int systemId)
   * Added regeneration for Xengatarn ships and structures
   * Proper Mac/Linux game server bundle included

Changes:
   * Miners now properly respawn at the station
   * Changed quests after entering faction in multiplayer

Fixed:
   * Fixed various autopilot issues (not ideal, but much better)
   * Fixed an issue with the galaxy creation freeze
   * Fixed an issue with save game loading (or when the savegame reported as corrupted)
   * Fixed models and sounds appearing too late on low performance CPU's
   * Fixed loading screen freeze
   * Fixed "special" effects not applied to NPCs
   * Fixed damage on collision calculation (player could easily ram alien hives)
   * Fixed an issue when the ship not entered players scope when spawn on station and undocking
   * Fixed an issue with Batto resque quest: Declan NPC spawned for every player
   * Fixed an issue with enabled Steam Overlay crashing the game on startup on Mac (we need your feedback regarding this)
   * Fixed an issue with inventory capacity not updating instantly after getting skill "Space optimization"

=== VoidExpanse v1.2.7 ===
New features:
   * 64-bit Linux version
   * Added "ds" shortcut for command "debug server 1"
   * Chat is now automatically closed when clicking outside
   * Cache for multiplayer server icons
   * Current star system name is now displayed in the System map
   * Added hotkeys on station (Overview, Decks, Hangar, Map, etc...)

Changes:
   * Decreased number of active miners in the system
   * Changed log naming format
   * Rewrote multiplayer menu loading (performance and usability)
   * Improved autopilot asteroids avoidance

Fixed:
   * Fixed memory leak in bundled Mono for Linux
   * Fixed ray weapons FX rendered in reverse direction
   * Spacestation inventory list not refreshed after some time
   * Fixed projectile max distance extension skills not applying to the actual ray appearance in the game
   * Fixed (re)starting a new galaxy after game end in savegame
   * Fixed autopilot flying in circles

=== VoidExpanse v1.2.8 ===
New features:
   * Added command to delete a player character on the multiplayer server (it can be used by the player or by the server admin). Write in the chat: "delete_player_character NICKNAME" without quotes

Fixed:
   * Fixed font issue: current star system on System map was displayed as ???????
   * Fixed energy weapons aiming
   * Fixed planets in gas systems not rendered properly
   * Fixed key binding issues - can bind one key to multiple actions

=== VoidExpanse v1.2.9 ===
New features:
   * Added new API scope: items - http://wiki.atomictorch.com/VoidExpanse/scope-items
   * Added new mod type - "localization"

Changes:
   * Added multiline chat input

Fixed:
   * Fixed issues with localization tool
   * Fixed chat not scaling with UI Scale option
   * Fixed various server crashes
   * Fixed the planet scanner research quest
   * Fixed item cooldown indicator ("clock") sometimes not displaying
   * Various other small fixes (dialogs, topics, quests, UI)


! Notes !
* All saves are compatible with previous version.
* And in case of multiplayer - don't forget to update both: client AND server.
*Please make sure if you are running a server that you update ASAP.

#39
News and Updates / VoidExpanse - Patch notes v1.1.x
March 19, 2015, 03:03:39 AM
VoidExpanse v1.1.x Update patch notes.

We are really hoping for this build to become our final version that will go on Steam! There still maybe a few tiny issues, but overall it is a significant improvement over v1.0 for sure! But you will be the judges of that!

=== VoidExpanse v1.1.0 ===
New features:
   * Switched to Unity 5 engine! Yay!
   * Now using physics based rendering. Even more Yay!
   * Mods menu! Now even if you don't use our starter you can still use mods conveniently.
   * Item comparison tooltip: red-green deltas
   * Added station undocking shortcut
   * Playing voice when voice volume changed (to test volume)

Changes:
   * Tons of corrections to English localization in the game. Thanks askew1!
   * Many skills were rebalanced. Mostly making them have more powerful effects
   * Some small weapon rebalancing
   * Consumables now merge on pickup
   * Made crate/inventory text in the container UI (when picking up stuff in space) bigger because some people didn't see it and couldn't understand which side is which
   * Updated to NoesisGUI 1.2.0
   * Updated credits
   * Fixed consumable generation. Now there will be more of them in stock (and updated stock generation in general)
   * Made weapon cursor more visible to make it easier to aim
   * No more friendly NPC aggring on player too easily
   * NVorbis (OGG audio library) is not used anymore (it caused serious memory leaks)
   * Some small visual changes
   * Now you can encounter Xengatarn in borderland territories

Fixed:
   * Liberation mission ally ship becames hostile if you damage him
   * Hardcore death does not display player's ship explosion
   * Radar - "interference" instead of "offline" in gas systems
   * Miners and asteroids pathfinding, no more fidgeting in place :)
   * Localization issues
   * Incorrect blackhole rendering
   * Memory leak during ships firing
   * Multithreading issues (error on start)
   * Mac and Linux issues
   * Pirate headhunters spawning where they shouldn't


=== VoidExpanse v1.1.1 ===
Changes:
   * Improved ship explosions

Fixed:
   * Incorrect gender specific phrases
   * 3D sounds (broken while upgrading to Unity 5)
   * Noise issue (like mining sound) which remained in menus/stations
   * Crash when removing nav point
   * Named nav points were displaying on Galaxy Map with incorrect names
   * Language selection fonts encoding


=== VoidExpanse v1.1.3 ===
New features:
   * Mod check. The game now tries to load all enabled mods and if it fails with an error - reloads with only the core mod.
   * Lens flares are added everywhere in the game. Looks really cool and is almost free in terms of performance.
   * Added "update available" notification (it checks if a newer stable release is available).
   * Updated to NoesisGUI 1.2.1.
   * New engine colors (changes the engine trail colors).

Changes:
   * Remove switching to windowed mode on Login Window.
   * Sprites are now correctly drawn at required layers.
   * Projectiles sprites replaced with new improved versions.
   * Trails improved and more variety added.

Fixed:
   * Outfit tags for avatars not working.
   * Short lag right after undocking.
   * Scaling setting was not applied for weapon aim line.

=== VoidExpanse v1.1.4 ===
Changes:
   * Grapple beam now switches to another container if you try to grapple a different one while already grappling something.
   * Decreased master server connecting timeout

Fixed:
   * Quick zooming shakes the screen
   * Map shifting issue when you're close to the border
   * Other small map issues
   * Fixed rare crash when selecting autopilot


=== VoidExpanse v1.1.5 ===
New features:
   * Added the ability to use chat on stations
   * Improved performance by 10%.

Fixed:
   * Star rendered semi-transparent and black hole not rendered at all
   * Nebulae changes/flickers during flight
   * Minor localization issues
   * Sprites sometimes may be not rendered correctly
   * Crash on low resolution
   * Drug dealer permanently docking to a station


=== VoidExpanse v1.1.6 ===
Changes:
   * Loading speed improved.

Fixed:
   * Shadows.
   * Linux version graphical issues - textures not loaded / everything black
   * Game stuck on loading screen due to deadlock
   * NPCs starts docking too early/docking through station

Note: Saves are compatible with previous version.


=== VoidExpanse v1.1.7 ===
Changes:
   * Mods validation implemented for client (after changing active mods in Mods menu they will be validated).

Fixed:
   * Merchants stuck on the station entrance.
   * Various crashes.


=== VoidExpanse v1.1.8 ===
New features:
   * Windowed borderless screen mode for Windows
   * Color blind modes

Changes:
   * Smooth radar updating

Fixed:
   * Some visual effects cannot be enabled after disabled in options without restarting the game
   * Hang on Loading screen
   * When the game restarted after the end - skill points given again!
   * Some small UI issues

Note: Saves are compatible with previous version.

! Known issues !
Sun effect is not working properly on Intel GPU (everything becomes black when you close to a star).
To workaround it please turn off the "Sun effects" in the graphics options.



I hope you enjoy this update! ^_^
#40
News and Updates / VoidExpanse - Patch notes v1.0.x
January 27, 2015, 03:40:29 AM
VoidExpanse v1.0.x Update patch notes.

Yup, that's right. The 1.0.x is here! Still in experimentals though. As always, see the list of changes below.

Note: achievements are not yet enabled. They will be available with the next small patch, probably with stable release.

=== VoidExpanse v1.0.0 ===
New features:
   * Added achievements to the website and steam.
   * New music track.
   * Completed localization logic.
   * Pirates are now much smarter and may retreat from a futile fight with another NPC.
   * Added muzzle flashes for energy weapons.
   * Other small additions.

Changes:
   * Balancing changes.
   * Russian localization almost entirely finished, still some corrections to the texts are required.
   * If an NPC kills another NPC there will be no drops.
   * Other small changes.

Fixed:
   * Female NPC & localization issues.
   * Loot.
   * Holodeck and science points.
   * Script issues.
   * Fire origin on Aurora and Boomerang hull.
   * SP/MP missions.
   * Memory leaks.
   * Escort missions / following NPCs.
   * Quest item moved to Storage and can't be equipped again after hull switching.
   * Server icon not copied into the game build for Windows.
   * Game freeze on docking, breaking savegame.
   * Projectiles firing through the objects.
   * Various other issues.

=== VoidExpanse v1.0.1 ===
New features:
   * Target unlock (Shift+R).

Changes:
   * Experience progression and scaling.
   * Mining experience and money earning by selling resources rebalanced.
   * Extended targeting radius (R key) - it will lock on the closest to the cursor enemy.
   * Slow projectiles like nuke missile, don't inhere the shooter ship velocity now.
   * Russian localization include voices!
   * Various performance optimizations.

Fixed:
   * Localization issues.
   * "New npc" instead of NPC names in escort quest.
   * Stingray Mk2 engine trail position fixed.
   * Anti-hive weapon not dealing any damage.
   * NPC name not being displayed in the locked target display.
   * Generic quests re-added (only "escort" quest was available in 1.0.0).
   * Character generation - wrong number labels.
   * Huge UI controls memory leak.
   * Autopilot issues.
   * Some projectiles remains in space.
   * Removed ALL debug code! :)

=== VoidExpanse v1.0.2 ===
New features:
   * Achievements! Yay!

Changes:
   * Experience curve adjusted. Hopefully it is the last time we need to introduce any changes here.
   * Server descriptions.
   * Background now can be dimmed if it's too vibrant for you.
   * Key rebinding improved, now you can assign key which is already used.

Fixed:
   * AI pathfinding stall
   * "Cannot reach destination" if navpoint is inside any space object like asteroid + other autopilot improvements
   * Multiplayer "sort by" doesn't display default value
   * Experience meter doesn't update
   * Localization improvements

=== VoidExpanse v1.0.4 ===
New features:
   * New item comparison tooltip - now shows +/- values.

Changes:
   * Mining experience adjusted
   * Key bindings, now non blocking
   * Multiplayer saves from non-dedicated server now stored in the user documents
   * MP: Ship stats update is now a configurable option.
   * GameServer processor resources / memory usage is reduced drastically
   * Group invite notification added
   * Some more signposting to make certain things easier to figure out
   * Topics list is dimmed during an active conversation
   * Notification time increased
   * New screenshot notification
   * Stacking consumables on pickup

Fixed:
   * Lots of fixes to in-game texts
   * AI pathfinding stall
   * Typing quanity when moving items doesn't update the price
   * Mac/Linux fixes
   * Pause issue
   * Hardcore death doesn't display player ship explosion
   * Radar offline/interference

I hope you enjoy this update! ^_^

It should be the last version in this branch, hopefully :) (fingers crossed)