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VoidExpanse - Patch notes v0.10.x

Started by Lurler, September 24, 2014, 02:15:08 AM

Lurler

VoidExpanse v0.10.x Update patch notes.

We wanted to make a small content update but in the end decided to push more features that were being in development and ended up with a full blown update :)
I hope you will like the changes! We are one step closer to the finished game!

=== VoidExpanse v0.10.0 ===

New features:
   * You can now select female characters, and some NPC in the game are now females.
   * Alternative control scheme (like in casual games) - point mouse where you want to fly. Might also be a very good option for a very maneuverable ships. Also quick selector in the inventory screen to change the control scheme on the fly (pun not intended).
   * Nav points system. You can now setup your own markers on the map to highlight a flight path or some points of interest.
   * New heavy cruiser ship - Yamato.
   * All new icons for items.
   * New unique soundtracks to each station.
   * Several new mine weapons.
   * More parts for character generator.
   * Avatar layers images now have probability coefficients for generation (no more aviators on 99% of characters).
   * Added "check" server start argument - useful for mods validation.
   * New API methods for modding.
   * Added "random amount" property for item drop lists.
   * New image for station info screen.
   * NPCs now greet you when you start conversation.
   * New boosters, such as boosters that improve mining.
   * New devices, such as EMP generator.
   * Other new minor things added.

Changes:
   * Adjusted sizes of some stations a little.
   * Better drop lists for pirates. Separate drop lists for pirate dens (with awesomely valuable loot).
   * Some sound improvements.
   * Notifications are now properly shown when a device cannot be used (different messages in different situations).
   * Collision handling now takes impact velocity into account to calculating damage.
   * Mining devices now use energy.
   * Increased solar radiation damage.
   * Adjusted chances of particular type of star system spawning.
   * Increased size of blackholes.
   * Stars are now displayed on the radar (minimap).
   * Javascript: the engine now uses the strict mode for compilation and running (thanks god, finally!).
   * Javascript: greatly improved issue reporting (javascript stacktrace introduced with correct line numbers, file names for used libs, etc).
   * Other changes and improvements.

Fixed:
   * No damage to hull after shields are disabled, until the re-establish.
   * On shield down shield physics still remained (it means ship continued to collide like it had a shield still).
   * Persuade ability not working properly.
   * Other issues with topics (related to script handling).
   * Bugs with collisions processing.
   * Merchants stuck near military station.
   * Mac thread hang.
   * Game crashes on open galaxy map after it changes.
   * Models disappear sometimes.
   * Other issues.

=== VoidExpanse v0.10.1 ===

New features:
   * Autopilot!
   * Quick button to switch control scheme.
   * Pause in singleplayer!
   * Partial refuel & repair - for whatever money a player has.
   * Icons for all statuses and active effects such as autopilot, cruising, EMP, etc.

Changes:
   * Shuttle icon now also has civilian symbol like other civilian items.
   * Changed some icons to improve how everything is displayed.
   * Updated some music tracks with better versions.
   * Bullet-point lists for requirements in tooltips.
   * Force fast ping remeasure (for faster network resynchronization).
   * Headhunters were spawning too often - now not so often.
   * Jumpgate FX is properly clipped now, also some slight visual changes.
   * Changed how skill effects and requirements are displayed.

Fixes:
   * Item tooltips. Values are strangely padded.
   * Can't start dialog after respawn on station in an another star system.
   * Physics resynchronization often hangs/freezes and works unreliable (BLACK LOADING SCREEN!).
   * Public terminal: "nothing to talk about" :)
   * Planet texture seams.
   * Jump trail isn't drawn when jumping sometimes.

=== VoidExpanse v0.10.2 ===

Changes:
   * Smoother routes built for autopilot and AI.
   * Solar radiation will now ignore shields and damage hull directly.
   * Very slightly increased pull of the black hole in that system.
   * Removed aliens planet from main menu.
   * Removed herobrine.

Fixes:
   * Skills won't go beyond Lvl 1.
   * Bug when pressing [F] multiple times at jumpgate.
   * Ship continues movement when entering jumpgate with autopilot.
   * Jumpgate FX issues
   * When pressing [F] in Container Exchange windows, tooltips remains displayed after container is closed.
   * Sometimes ship freezes when starting docking.
   * Ship could jump through solid objects.

===

=== VoidExpanse v0.10.3 ===

Fixes:
   * Fixed compatibility with Mac and Linux.
   * Fixed server crash when autopilot complete route to another system.
        * Fixed Scurvy saying "welcome to our station!".
        * Some other minor fixes and improvements.

===

FAQ:
   * How to visit Xengatarn systems in this update? - We are changing the way players get access to Xengatarn system, but at the moment it is in transitional state. Later you will get a quest for that, but now you have to search neutral system for Barrich guy, he will be on one of the stations. He will give you a special device to travel to their systems. If you lost this device, he can sell you a new one.
        * Savegames from previous versions (<0.10.0) will not work with this version.

As always you can download the experimental version of this update using our game launcher.

And please leave your feedback! The sooner we can stabilize this update the sooner we can release it as a stable version and continue working on the next update that will introduce crafting and modifications! :)

FlessenGreendart

I'm so excited to test this update out!
This sounds like a huge leap in... well... everything!
Great job, guys, and thanks!

Tchey

Nice update, as usual. Thanks, and... don't stop !
http://jeux1d100.net/blog/

FlessenGreendart

Looking good!
I'm loving the new avatar selections! (although I'm still going to be adding more  ;))

I haven't seen the Yamato in game yet, but I look forward to coming across it.

I'm not sure whether I like the alt. control scheme... I'm glad there is an option.
But I have to say, it may be very useful, especially for faster ships, as well as the starfighter mod I'm working on.

Everything else is a very solid positive  ;D

djs4000

Just loaded up the experimental version.
Female avatars look great. I love love love the new control system, but would it be possible to add a key binding to toggle it?
Still exploring the new content, and will report any findings.

Lurler

Glad you like it guys! :)

Quote from: djs4000 on September 24, 2014, 07:29:31 PM
I love love love the new control system, but would it be possible to add a key binding to toggle it?
Sure, no problem. Will be in the next patch.

InSaNeOo

The new collision is horrible D:
I have a very good shield and at moderate speeds if i bump into small debris, the shield loses 70%
I'm getting really frustrated losing all my cargo while trying to escape pirates :s

Lurler

Actually that's how shields was meant to be from the beginning. But because of continuous collision problem and no bounciness we couldn't implement it before. Now it's the way it should be.
As for pirates... well, maybe you should find a safer trade route or invest into some better firepower and skills? :)

InSaNeOo

I suppose I will have to adapt.  ;D
Love your game guys  :-*

Lurler

Thank you :) I hope we can continue making it even better :)

Lurler

#10
New experimental version is out! (v0.10.1)
I've updated the first post to include the list of changes.

Please let us know what you think about the autopilot. It was actually quite a challenging task. As always kudos to our main developer Vladimir.

djs4000

#11
Great job on the autopilot! It is a very welcome change. Would it be possible to select stations, like you do with systems, instead of making a waypoint on the map? (flying to waypoints is still great for mining and such though!)
Also, being able to look at other system maps would be great (just stations and gates, don't need to see enemies, players or asteroids if it's not your current system)? that way you could select station or waypoint on a different system and fly there automatically.

As a balancing feature, I'd suggest having attacks have a chance to knock you out of auto pilot. Perhaps have an associated skill that reduces the chance of getting knocked out of auto pilot. As it is, autopilot is a little overpowered since most enemy ships wont use cruise mode to catch up to me. At best, pirates a get few shots on my shields before I out run them. Even in densely populated systems, it seems the pirates can't do much to me in autopilot (or cruise mode I guess, that may be the real issue).

Edit: Oh how could I forget! Thank you for the control scheme binding! Works awesome!

Lurler

#12
And a final patch today (at least we are pretty sure it will be last).
v0.10.2, it is still experimental but it should be stable and if everything goes well we will remove the experimental prefix and this build will be considered stable (again, we hope so, but no promises :) ).
I've updated the first post to include the list of changes.

Hammish

I'd ask why you took out Herobrine, he's the best part of the game, but...

... well.  He'll be back, anyway. :)

(Now I totally want to put a Herobrine in BTC somewhere.)

Hecter94

Quote from: Hammish on October 02, 2014, 08:33:39 AM
I'd ask why you took out Herobrine, he's the best part of the game, but...

... well.  He'll be back, anyway. :)

(Now I totally want to put a Herobrine in BTC somewhere.)
Make a Herobrine drone!

That would be hilarious. xD
Just have little Herobrines flying around the enemy ship kamikazing into it.

omg, I would laugh so hard.