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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
We have run the Community balance council 2 and gotten a series of results guiding things ever so slightly towards a new and more mobile meta. Jump changes, heavy PD-able changes, and some minor tweaks are in this round. We look forward to seeing the effect on the current meta.
I would like to get some bug fixes out for you as we make our way to 1.0.0.
I know, some of you had trouble running the game. This is mostly due to aging underlying technology called Electron. Well good news I have updated it to the newest version to enable the biggest compatibility for you across Windows, Mac, and Linux. Wow so exciting well not really what is exciting is:
In this patch we are simply tuning previous changes. Sidewinder and Artillery are being brought a bit more in line, Push/Pull wave as well were underperforming, and should be easier to justify damage or reload modding. Overall goals are a continuation of the previous, to ensure Artillery is used in a balanced fleet, and to decrease the power of single-weapon spam.
Artillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location. Rather than trying to minimize that, these changes seek to accept the area of effect, making artillery shots more rare and dramatic, therefore more dodgeable, but still very potentially powerful. PD and missiles are both rebalanced to reduce the impact on artillery from this change.
Additionally, shields and range are being changed to allow more long range spam as an option while also making it more counterable, increasing maximum range, reducing DPS at that range, and improving regeneration options.
Finally, components that are traditionally used on more expandable craft have had their price increased, as well as their health, in order to reduce the power of the most expendable versions, and increase the power of potentially re-usable options.
These three things form the core of this set of balance changes.
A bunch of visual, balance, AI and order giving fixes.
A bunch of visual, balance, AI and order giving fixes.
https://www.youtube.com/watch?v=36TJ2mM63BM
https://www.youtube.com/watch?v=36TJ2mM63BM
Some rebalancing and bug fixes.
Balance Changes:
Some rebalancing and bug fixes.
Balance Changes:
Symmetry mode, better logic if you click really fast, and more bug fixes!
In this update I have added Symmetry mode. I think this is a good feature to add as it allows you to design symmetrical ships faster and easier, you can toggle it on and off at any time if you want part of your design to be asymmetrical.
This version has some small fixes and the new addition of a share feature where you can share units by copy-pasting a string into a unit slot. The sharing string copies ship parts, names, stripes, DLC and even AI.
We’ve been working on this patch for a while and as a result there are a lot of cool new features. This patch releases the Curves and Shadows DLC. This entirely new DLC comes with a suite of curved armour, new shadowed heavyweight armour, new corner pieces for Ultralight, diagonal striping and 1x1 decals. Equipped with this DLC, you can compete with your friends to make the best looking ships ever.. https://www.youtube.com/embed/g4jWiTtYDrM Along with a huge number of quality of life and under the hood changes, this patch also comes with a host of new and reworked parts, including new weapons and energy generation options, and a new play mode. UI Improvements
Patch going out tonight A small set of tweaks to the flamethrower.
Some significant balance changes for fighters this week. Fighters have base energy generation which means that they might be able to limp back to a charger carrier ship. They also gain a little bit of base armor. We made Speed Coils give slight range to weapons which makes them useful on small ships. Artillery and Flak got damage fall-off which means that small ships that are at the edge of the explosion don’t get as much damage. Phase Bombs and Warhead already had damage fall-off. Artillery is now worse vis fighters. Flak’s explosions got both range increase and damage increase to deal with the new fighter threat.
Some significant balance changes this week. Many of them have been planned for awhile, and we are just now getting them all out. We are trying to normalize missiles with normal weapons a bit. Currently PD is strong enough to shut down missiles too easily (because of how mod sharing now works). We are weakening accurate 100% successful PD, making it better against light harass. Additionally, we are trying to bring Heavy Armor back into a better place, as it was too reliant on a bug (ship pushing was too easy), which has now been fixed.
Full Release Post: https://medium.com/@treeform/update-43-2-stasis-field-3a654db2b677#.vnjiqtjzj
This release we have a variety of balance tweaks, along with some substantial features for players who enjoy using the AI. Finally, copying ships no longer can be done trivially.
We are adding a series of changes that should further enable a huge amount of ship variety. Additionally, we have some updates from the last 'Reddit Suggestions' vote, which I hope you enjoy. Please vote for your favorite suggestions!
A smaller update this time. We are adding: Faction (Clan) Tags Can be setup in your profile. As of right now no other faction options exist. New Rank Icons Should be a bit more gradient, several more to cover early experiences. Campaign Mode Bugs Fixed some bugs in campaign mode. 'Targets' Tutorial mission now has the targets move again.
We have an assortment of game improvements this time. A few balance changes that were generally frequently requested, and some general improvements to game operation.
AI stays with the ship
One of the runner up suggestions from the previous voting & suggestion thread was the ability to keep your AI with the ship. This allows you to save your AI into the fleet section and swap out whole AI fleets. Have multiple AIs you are working on etc..
Units that have the little corner on their name are units that have AI rules attached to them.
Balancing Changes
We are happy to introduce the first version of a competative Ranking system. In addition, we have a number of smaller bug fixes this patch
This update comes with several small general fixes and a range of balance changes to weapons. These are aimed mostly at normalizing all weapon costs to $5, bringing most weapons down from $10. This should allow stacking low-angle mounts to be more competitive than before when compared to hex-modding, so that we can see more large battleships which stack forward-mounted weaponry, rather than everything being able to fire in 360 and using hexmods.
A lot of players have asked how they can support the game, so we’re releasing our first pack of cosmetic features for players who want to show their love for the Istrolid, and help with our rising server costs! For $10 you get all these cool decals that you can add on top of armor or batteries anywhere on your ship:
All supporters also get pioneer features as a bonus, including the ability to rotate all armor pieces and wings as well as name your ships.
This DLC includes:
Updates have been a little bit slower this week as we try to complete some larger projects. That said, we still have some improvements to the fleet screen and editor.
We have a series of improvements to campaign mode this patch. Most notably, we have improved the boss fights, with 5 new bosses. Galaxy Changes
We continue to work on some larger projects for you, but in the meantime we have some fixes. Cloak
It’s now been a week since I launched Istrolid on Steam. Before the launch, I thought maybe a few thousand people would check it out but I was way wrong. Instead, Istrolid has had over 70,000 people try it out so far. This is 10,000 people per day, which is crazy-awesome-amazing! About 1,000 people play Istrolid every hour:
Since Istrolid got so many more players than I expected, I had to create a bunch of new servers on the first day. This was an interesting challenge because I hadn’t built a good system for bringing up new servers. I didn’t think I’d need one, but I was wrong and here is what I built:
Along with bringing up a bunch of new servers, I’ve also been updating the game many times a day. Istrolid is set up so I can put out updates without requiring a new download on Steam. This means you’ve been getting updates and bug fixes without even noticing!
Most of these updates have been fixes to unexpected issues that came up because so many more people are playing the game than I had anticipated. Here are some issues I’ve this fixed this week:
We have been trying to improve the multiplayer experience in what ways we can right now. Most importantly though, thanks to Treeform's hard work, we believe we have fixed all problems with player's ship lists being wiped. As of last version it should have been rare, but now it should be a thing of the past entirely Bug Fixes:
Its been a bit of a hectic start over here, but we are overcoming the first hurdles of the steam release.
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