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🌈 $5 Tier: [Benedikt][David Martínez Martí]
After the last "Feature Complete" release here is "Release Candidate 1". There are no new features, but extensive testing resulting in many little fixes and improvements (especially in the Hard AI skirmish modifier). There is very little left on my issues list. I'm not saying there are no bugs left (I'm sure there are) but I don't know of any in the gameplay. Let me know if you find any! Next I'm going to spend a fortnight working towards "Release Candidate 2". That should be a small release. My spare working time will be deciding and preparing for a full release. Assuming this release goes well, then the next release will come with an expected release date *fingers crossed*. How are people finding the waves skirmish? I find it challenging (my best is wave 23 starting with 1 corvette and having it regenerate once). Experience has shown me that if I find it hard, then other people will find it nearly impossible - is this the case? --- Current Version: 0.9.31 (10th June 2016) Known Issues: * Steam Overlay can sometimes cause some Macs to hang on startup - need to disable Overlay Immediate Roadmap: * Bugfixes/Balance * Release Plan 0.9.30 (20th May 2016) -> 0.9.31 (10th June 2016) * Ensure move line & active sensor shells colours change with game colours * Stop loadout components being both selected and disabled when capacity exceeded. * Make stack HUD selectors, stats grids, flow tables & objective markers handle screen size changes * If enemy has no target then most ships/drones will move randomly to look for them & sometimes turn off sensor suppression * Move Skirmish enemy start positions in a little * Suppressed sensors now still allows one ship/drone to use their sensors * If no optimal range use max weapon range instead * Fix silly error in Jiggle where it was modifying range by an order of magnitude more than expected * Hard AI Frigate & Corvette become more aggressive if hull low or all drones gone * Enemy ships now assume unknown targets carry a Medium Pulse when calculating optimal ranges * Online DB archive system & indexes * Just usurped player ships now retain plans over a replay * Added Hard AI system that means command ship may tell their drones to target other drones as secondaries ("drone denial") * Ensure enemies targeting drones do not also target uncategorised entities (as they could be ships) * Hard AI Cruisers now set drones aggressive if attacking or under attack * Hard AI Corvette & Frigate ships now more sensible in their use of countermeasures, Cruisers & Destroyers launch more but under the same conditions * Fix silly bug where enemies incorrectly calculated the danger near them * Move Hard AI start location closer to player * Enemy ships with disruptors chose better targets * Prevent Jammers being able to usurp neutrals * Make local enemies attack local neutrals (unless set to ignore them) * Make waves spawn further away * Update colour and size handlers to be more consistent * Periodically realign focus button images (as they sometimes jump out of alignment) * More consistent noise & hull highlighting and stop the highlight getting stuck * Make Usurper Skiff more aggressive * Decode mission now sets Message Steam achievement * Reaching wave 12 of waves skirmish counts as a victory for Steam achievements * Added to extra (weak) waves to waves skirmish to space out ships and make it a bit easier
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