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Heathen Engineering's Terran
« on: April 14, 2017, 02:43:03 PM »

Set in the distant future, man has evolved beyond flesh and bone and is now one with the machine. Your journey starts as a young Terran pilot, taking your first steps into the galaxy.


Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here
Terran Roadmap: Here

Single Player


Early Access launch trailer


This game is in early access. There is a lot to come

About This Game
Set in the distant future, man has evolved beyond flesh and bone and is now one with the machine.
Your journey starts as a young Terran pilot, taking your first steps into the galaxy. You are free to join or form factions, corporations, bounty hunter gangs, or even crime syndicates as you forge your own story in a living, evolving galaxy. Whether you fly solo or with a massive fleet, take a role in government or start a corporation, the galaxy and game-play will respond in kind to your choices and performance.

Take to the stars as a young Terran and forge your story in a living galaxy.

Terrans - the descendant of human kind and the result of centuries of engineering, evolution and war. As a Terran you are one with machine -  capable of manipulating the massive mechanical constructions through your integration with them. Terran ships are an extension of the pilot itself and unmatched in capability and raw power in the whole of the known galaxy.

Like their human ancestors Terran are not a single people. Unique and diverse Terran factions struggle for dominance over resources, collaborate to research new discoveries and wage brutal wars over ancient disputes. Despite the vastly superior Terran war machine, Terran are by far the youngest of the space faring races. Take your first steps as a Terran pilot in the dawning of a new age for Terran kind and shape the future of the galaxy




Features:

Design your own Ships
Build your ship from an expanding array of parts in any of the 13 capital class categories. Research, manufacture, buy, steal and discover new parts. Assemble killer ships and even share them with your friends.

Command & Control
Receive and issue tactical orders in real-time combat. Relationships, culture, and individual persona effect how your forces will respond to your orders. Objectives can be issued but loyalty determines how - or if - they will be followed.

Capital Ship Combat
Take direct real time control of a massive capital class warship and participate in single ship, wing, flotilla, division and full fleet actions. From the agile corvette well under a hundred meters long to the huge Gar which can exceed 2,000 meters what you fly has a major impact on how you fly.

Civilization Management
Become the leader of a world, system, sector, region or the whole galaxy! You can join and rise in the ranks or form your own government, corporation, crime syndicate or bounty hunter team. Grow and expand through military power, business savvy or political tenacity.

Galactic Quests
The galaxy is always evolving, reacting to NPCs and you. Events are always right at your fingertips with zero time aimlessly flying through in empty space. How you choose to engage in events if at all will guide the continuous evolution of your story.

Built to mod
Expand your galaxy with the Terran Software Developer Kit, a free (and included) package for use with the Unity 3D game engine allowing you to author simple changes or massive mods with the same tools used by the developers.

Native VR Support
Built in and ready to go support for popular VR headsets as well as traditional screen play. Terran; designed with keyboard / mouse and or controller + screen or headset, you choose how you play.
Features based on emerging technology; specific requirements will vary as those technologies mature.

Galactic Influence
Establish a government, corporation or crime syndicate; this phase will provide the player with the means to start a young faction (government), corporation or crime syndicate. Progression will be enabled as of this phase allowing the player build upon the starting conditions and to grow into the other roles available.

The event system will also be enabled for this phase generating random/procedural events as the galaxy simulates life. AI factions will not support the player ‘joining’ the existing factions, however they may be conquered, aligned with or completely destroyed by the player. In the final game the player will be able to join established ‘AI’ controlled factions as a low rank member to either rise in the ranks or sow seeds of discontent.

Technology trees and the related research requirements are enabled along with complexity tests, manufacturing capability and available resources (materials and monies) limiting the ships the player can build and use to the progression the player has made thus far.

Balancing the progression, faction AI and related systems will be a key focus of this phase. Features may be enabled and disable throughout the phase to help focus attention on specific areas.


Heathen Engineering's Terran Ship Editor Intro













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Re: Heathen Engineering's Terran
« Reply #1 on: April 14, 2017, 03:24:57 PM »
I have been following this one for a while.   :book

There is a big update coming (hopefully today). It is some of the K72 update


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Re: Heathen Engineering's Terran
« Reply #2 on: April 14, 2017, 06:00:53 PM »
Terran Sector K72 Patch Preview


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Re: Heathen Engineering's Terran
« Reply #3 on: April 14, 2017, 09:22:10 PM »
Heathen News
14 April

The Sector K72 preview build is available on the Beta Opt-In now!



March proved to be a challenging month for the Heathen Engineering team with a force majeure event impacting the tech side of the team and consequently delaying the planned launch of the Sector K72 patch.

As part of the process of getting our feet back under the tech team we are releasing a preview build of the Sector K72 patch to the Beta branch accessible to all gamers that own the game by simply opting in to Beta through your Steam client. Frequent small updates will occur to the preview build with little fan-fair till the Sector K72 patch is complete and ready for the main branch.

Whats in the preview?
With Sector K72 we made major changes across the board. With the first instalment of the preview, you’ll notice an all new look and feel to the UI. Several elements of the UI are ‘work in progress’ with secondary functions such as the media player not currently having a UI representation, have no fear it’s all still there and will be getting UI controls directly.

Quite a few new gameplay features are coming with Sector K72, the following is a quick summary of key additions you can preview now.

Galaxy Map


A preview of the galaxy Map is available allowing you to browse parts of Faction space and the J40 system of Sector K72. Over the next few updates to the preview build on Beta, additional functionality will be enabled allowing players who have formed an organization to scan and claim worlds, build new improvements and develop a population.

Coming soon you will be able to upgrade the planetary station of your controlled worlds and expand your worlds capabilities via ‘Asset Improvements’. The cultural mix of each world is unique influenced by your organization, allies and enemies as well as by the types of improvements you choose to deploy. The demographics of your controlled worlds will have a notable impact on a planets output, your own political influence and of course population stability.

Organizations


A preview of the organization view is available allowing you to form a corporation or government organization. Once you have created an organization you will be presented with the organization management view which is still under construction. Over the next few updates the ability to organize your controlled worlds into sectors, install leaders to handle the day to day tasks, assign fleet groups to facilitate security and defence and controls for your organization’s ‘official’ culture will all be added.

As the build progresses we will enable the ability to search and join NPC controlled organizations along with the tools you’ll need to rise in the ranks and make your mark. Additional organization types are also coming later in this phase of Early Access.

Pilot Enhancements


A preview of pilot enhancements is available now via the Profile view and will be fully enabled in subsequent updates. Once enabled you will be able to ‘install’ pilot enhancements by spending research. Pilot enhancements improve your core stats such as concentration but can also unlock additional ship parts, ship abilities and asset improvements.

Later in this phase we will be introducing companions, these are NPC Terran pilots who you will have formed a relationship with. Companions like your self can install enhancements and will be managed from the profile view.

Contacts


Contacts are an important concept particularly when starting out. Rena Borsch has been made available in an early preview state and will be quickly expanded over next few patches to serve as an introduction to the galaxy and its many opportunities. As development progresses new contacts will be added including contacts for all NPC organizations. By working with a contact and building your reputation you may be introduced to new contacts and gain access to more challenging and rewarding tasks.

Alpha One Station preview


You can access Alpha One by talking with Rena Borsch. The Alpha One station is still early in its implementation and will be quickly expanded with local tasks, new NPCs to meet and opportunities to learn more about the galaxy and the history of the Terran.

Fleet Management


The Ship Editor has received a lot of attention regarding its interface meant to simplify its use without reducing its functionality. In addition, Ship Editor has been expanded and rebranded as the Fleet Management tool, we will be introducing all new functionality such as assigning and organizing your fleet into flotilla, divisions and wings in later updates.

How frequently will new patches come?
While Sector K72 is in the beta branch it will be updated weekly with the latest stable build. The Windows build is first in build order though we expect the Mac and Linux builds to also follow this weekly update pattern until the intended functionality of Sector K72 is complete.

When will Sector K72 be ‘complete’?
The dev team is still working to get its feet back under it and can’t make an accurate prediction at this time. The rate of progress since the force majeure impact has been exceptionally fast, though we still have plenty of ground to cover to bring the project back on schedule. We are also working to catch the roadmap, web site and social outlets up with the current state. The roadmap in particular, is the best view of what we know at any given time.

What comes after Sector K72?
Sector K72 marks the formal start of Early Access Phase 2. In this phase, Heathen Engineering will be implementing the remaining gameplay features of the game and expanded the content such as available ship parts, pilot enhancements, contacts and so forth until the game is ‘feature complete’ and nearly ‘content complete’. The end of Phase 2 does not mark the end of Early Access in that we will be holding back in particular the narrative aspects of the game for the last phase of Early Access (Phase 3), Phase 3 is planned to be the shortest phase and more akin to a traditional beta just prior to a full release serving the function of final testing and polish.

Need know more?
Phase 1 was deliberately running quitter than some might expect for an Early Access game. Terran was not launched into Early Access to ‘pay the bills’ rather we launched early access to build a better game. Phase 1 was focused on a minimal set of core functionality being ships e.g. the ship editor, flight control and combat. Similarly marketing efforts where understated, perhaps too much so, with Sector K72 we are looking to improve our community management, marketing and general information sharing efforts.

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Re: Heathen Engineering's Terran
« Reply #4 on: April 23, 2017, 03:37:36 AM »
Beta Patch 396
Heathen Engineering's Terran - Loden DarkStar

Patch 396 is available now on the beta branch. Don’t know how to access beta? Read this.





Patch Notes
This patch addresses several general issues with the 387 build providing better guidance for players regarding incomplete elements and features. The Ship Editor portion of Fleet Manager has received a number of updates to improve the handling of the camera and selection processes based on player feedback. Updates to the Rena Borsch task line are underway and will be available in upcoming patches.

Technical
Vulkan graphics API support has been added to the Windows and Linux builds; and DirectX 12 graphics API support has been added for the Windows build. The current build automatically selects the desired API based on the system’s capabilities. The following order is used during the selection process. Vulkan first else (DX 12 > DX 11 > DX 9) or (OpenGL Core) for Mac Metal is favoured with OpenGL Core as a fallback. We are reviewing options to allow gamers to dictate which rendering API will be used before launch.

Font rendering has been improved for many of the text fields where font pt is less than or equal to 14pts. This will be rolled out to other areas of the UI in later patches.

New key bindings added for ‘Open Tasks’ (default T), ‘Open Inventory’ (default I) and ‘Overclock’ (default Tab).

Game
Ships; Corrected an issue where weapon parts could become orphaned from their parent hulls causing the Weapon counts to appear doubled from the actual ship design.

Ships; corrected an issue preventing ships with 4 or more parent > child layers from initializing correctly.

Alpha One Station; Several structure colliders where not registering correctly allowing the player to fly through some buildings. Some have been corrected, remaining collision issues will be resolved in upcoming patches.

Alpha One Station; A placeholder way point has been added to the currier task to reduce confusion for players. This repeatable task will be updated in coming patches with its intended set of contacts, way points and task branches.

Combat HUD; Overclock previously referred to as Command Mode (slow time and access mouse cursor) has been reenabled. By default this is mapped to the Tab key and can be rebound in the settings view. For this build time adjustment is hardcoded, this will be updated in later patchs to slow time by an amount relative to the pilots concentration level as dictated by installed pilot enhancements.

Combat HUD; Task lists, and task givers.
Previously players where required to fly within a given proximity of a task giver in order to access that givers tasks, now ‘public’ tasks can be accessed from the Combat HUD’s ‘Tasks’ view (default key T) from anywhere within local space. Note Special tasks still require the player to interact with a contact point or fulfil other conditions before showing in the tasks view. Intractable objects in space can still be used to open the task panel.

Fleet Manager > Edit; Updated the behaviour of Add Parts and rearranged controls to improve workflow.

Fleet Manager > Edit; added scene gizmo allowing the player to transition the camera to any axis e.g. look down X, Y, Z (positive or negative). This control also allows the players to toggle between Orthographic and traditional perspective views and will persist through Edit, Rig and Transform modes.

Fleet Manager > Edit; Camera has been updated to orbit the last focused element on rotation. This behaviour will be further refined based on feedback.

Fleet Manager > Edit; Local & Global transform and Position and Rotation transform mode buttons have been rearranged around the Position and Rotation input fields.

Fleet Manager > Edit; Part selection ‘in-view’ e.g. clicking on part in the work space. The system will now first deselect currently selected parts emulating the same behaviour as the Tree View selection process. Note you can select multiple parts by holding ‘Ctrl’ while selecting this is true for both the Tree View and the ‘in-view’ part selection processes.

Fleet Manager > Edit; Tree view drag and drop operation for reparenting parts has been updated to correct duplication issues. The tree view still has known issues during the ‘add part’ operation however these are display only and should not affect the actual ship design. Typically, incorrect rendering such as node duplication can be corrected by collapsing and re-expanding a node. Further fixes will be made in upcoming patches to correct the remaining issues with the Tree View control.

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Re: Heathen Engineering's Terran
« Reply #5 on: May 08, 2017, 12:01:38 AM »
Beta Patch 412
Heathen Engineering's Terran - Loden DarkStar

Patch 412 is available now on the beta branch. Don’t know how to access beta? Read this.



Patch Notes
This week the dev team has been focused on the stellar assets (planets in this case) and the foundation of population growth and development. We are working on information updates for the Terran home page with more details on the topic world, types, resource and improvement.

Getting to know stellar assets.



The first step in securing your first world is to find an available ‘asset’, for the Sector K72 patch have a look at the J40 system. Next you need to ‘scan’ the asset, this process will identify the world and its general make up including any special traits it may have such as unique flora or fauna, primitive inhabitants and so on. Finally you will ‘claim’ the asset, this process will deploy a command tower station in orbit and enables you to manage the assets development.

Over the next few patches the development team will be focused on balancing population growth and resource consumption rates. The nature of assets has been adjusted to ignore improvement capacity and the populations are not calculating cultural factors e.g. its free build mode. This will change as growth patterns are settled. The final form will see each planet type present a given capacity for improvement further modified by the planets size. Non-planet assets are similarly effected though by different factors. Cultural influence will be introduce along with political mechanics as we near the end of Sector K72’s beta cycle.

Technical
We shuffled around a number of the internal variables between the main profile save file and meta data save file to improve flexibility and decrease disk IO. The change should notably improve save and load times as well as resolve several serialization related bugs.

Additional work refining the rendering of text was done in this weeks patch; this will be an on-going item.

NAN errors; several conditions were found where in SIM Vectors (culture) and other such structures would deserialize to NAN causing subsequent math operations to fail. These have been corrected and safety checks put in place to recover existing data in the event an element is effected by the problem.

Changes have been made to the underlying data model for assets and improvements introducing new functionality and simplifying the resources structure. These changes will invalidate previous saves but offer a cleaner solution than attempting to maintain backward compatibility. Of course post release we will not make deliberate changes that invalidate save files however as this is beta cleaner is preferable to backward compatibility.

Game
Time Control; updated the colouring and layout of the time control UI (upper right corner of Dashboard), the new pattern should be more intuitive.
Time Control; enabled the control and adjusted the min and max step count e.g. how slow and how fast time can be made to progress while in the Dashboard.

Footer Controls; Updated the ‘footer’ of the Dashboard to correct several layout issues caused by the length of strings changing, these would not have been apparent in the previous build as the time control was disabled. The controls have also been rearranged to a more intuitive order.

System View; Enabled Scan and Claim functionality. At current these functions only test to see if the player is an organization leader, the do not currently have any associated resource cost.

Adjusted the natural base of the following world types.
Note that ‘natural base’ refers to the raw values of the world relative to its size before modifiers e.g. x5 indicates a base value of (5*size) before traits, improvements, organization stats and population conditions are accounted for.


•   Terrestrial:
x5 to residential space
x1 to common matter
x0.25 to uncommon matter
x0.0125 to rare matter
x5 to commodity production
x5 to leisure value
x5 to storage capacity

•   Dust:
x2 to residential space
x1 to common matter
x0.5 to uncommon matter
x0.0175 to rare matter
x15 to storage capacity

•   Rocky:
x3 to residential space
x1.5 to common matter
x0.125 to uncommon matter
x0.0025 to rare matter
x20 to storage capacity

•   Ocean:
x4 to residential space
x0.5 to common matter
x0.35 to uncommon matter
x0.02 to rare matter
x5 to commodity production
x2 to leisure value
x1 to storage capacity

•   Ice:
x1 to residential space
x0.75 to common matter
x0.3 to uncommon matter
x0.015 to rare matter
x10 to storage capacity

Expanded the rollup of asset data to include estimates on population growth and storage contribution for assets, systems, sectors and organizations. These changes are most apparent when simulating vary large galaxies (lots of populated planets)

Expanded organizations such that production automation can be improved via enhancements and other conditions and unlockables. By default, a minimal automation rate of 0.00025 will be applied and capped at 1.0. Automation is an organization wide ability to produce goods and materials without a population. Production calculations have been adjusted to account for this new variable value.

Organization wide storage limits have been adjusted along with base values for asset improvements to decrease the initial growth time of new empires. Balancing of initial growth curve will be of attention over the coming patches.

7 Asset Improvements have been added giving player a full set of basic improvements with 8 upgrades per. The Improvement UI controls have also been re-worked to support both ‘tech rank’ and ‘funding amount’ greatly improving players control over an asset development. Note that more work is being done in this area and the UI is not quite complete.

Quite a few bugs have been sorted in the patch, check the Trello Roadmap for full details on these and as always if you have any questions just let us know in the Steam Community forums or via Heathen’s support portal.

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Re: Heathen Engineering's Terran
« Reply #6 on: June 06, 2017, 01:57:36 PM »
Beta Patch 441
Heathen Engineering's Terran - Loden DarkStar

Patch 441 is available for PC and Mac now on the beta branch. Don’t know how to access beta? Read this.



Patch Notes
The Linux build of patch 441 will be updated later this week.

Patch 441 includes updates to most major areas of the game. The team is gearing up to complete the Sector K72 patch cycle from a technical point of view and we expect the next few patches to introduce more content and fewer changes / additions as we bring the build ready for promotion to the main branch.

A new Origin Options menu, galaxy regions and an updated Organization view round out the major visual changes of patch 441. Updates to asset management and improvement as well as changes to Contacts and the introduction of Free Trade Ports are in progress with examples available in patch 441 now.

Organization Types
Organizations are a concept unique to Terran, they effect how you interact with the galaxy and how it interacts with you. When you start a new game, you will select one of four origin options each will pre-configure your profile to a given organization type.

The progression and development a player will experience will be unique to the players organization type. In later patches players will be able to convert from one type to another through various in game mechanisms. A summary of each type can be found in the Origin Options menu and more details will be available soon on Terran’s web site.

Note that gameplay mechanics of each organization are a work in progress and subject to change as development continues. The following are respective to the current build however NPC organizations are not yet available limiting the Private and Syndicate options.

Private Organization Type
Private indicates a private individual or team. Direct reputation is the key factor for this type where in players build positive or negative reputation with local populations and the organizations that lead them as they play.
As a private entity, you can rent facilities on stations and worlds granting access to research, manufacturing and other services such as expanding the capacity of your fleet via docks. The facilities made available to you will depend on the asset in question and your reputation with them, and their leadership.

Private entities cannot own stellar assets and have no direct influence in the political or corporate landscape however they can join government or corporate fleets, undertake sectioned missions from other organizations and other activities that the leader of a government or corporation would be restricted form undertaking.

Syndicate Organization Type
Syndicates can establish headquarters (HQs) on any populated asset and can do so without any special permission. HQs enable the syndicate to grow and develop influence through special opportunities and tasks. Influence can be spent to access facilities and services or to effect the local population or the organization that leads them.

As the leader of a syndicate you are largely perceived as a private individual by the rest of the galaxy. You may be viewed as a criminal and actively hunted or as a valued supporter that is given a say in important political and commercial matters depending on your syndicate’s reputation and influence.

Corporation Organization Type
As the owner of a registered corporation you will not be able join government fleets but your own fleet will be recognized as a military power. Corporations can own stellar assets, participate in many political relationships including war and have access to a wide array of trade and commercial options.

Corporate populations are composed of paid employees and incur a cost on the corporation but are immune to unrest and cultural influences. Employees can be hired and released at any time with immediate effect allowing very tight management of your corporate empire.

Government Organization Type
The leader of a declared government cannot join the fleets of other organizations but of course can claim stellar assets as its own and build a population of loyal citizens by providing the appropriate conditions. Governments have fewer trade options than corporations but more political measures at there disposal.

Government populations are composed of citizens which naturally grow and shrink based on the conditions of the local asset of overall organization. Citizens pay taxes to the government and larger populations produce more influence, strengthening political positions and expanding fleet capacity.

Technical
An engine error has been identified with the Vulken API and for patch 441 it has been disabled. This should have no major impact on players as the game will simply fall back the next best available API such as DirectX or OpenGL depending on your platform.

A rendering error with the galaxy view has been identified on Mac and Linux platforms. Changes have been applied to resolve but may still present on some systems. This is typically seen as the stars of the galaxy appearing bright pink.

Existing save files should adjust for recent changes however it is strongly recommended to create a new profile given changes to the galaxy structure and organization structure of the game.

Game
Welcome screen replaced with Origin Option menu
From this menu you can select from four options which will adjust the initial configuration of your profile and the galaxy to suit.

Galaxy map divided into regions for easier navigation, the regions are named for aspects of Terran’s back lore, additional in game information on the lore behind the names will be made available in later patches

70 Systems added to the Eastern Fields region of the galaxy. These systems will be available to the player from the start. As the technology that drives the generation of the systems is vetted it will be applied to the galaxy on mass. The final implementation is intended to see some systems as ‘common’ or known from the start and others as hidden requiring exploration or other events to unlock.

AlphaOne relocated to Eastern Fields and made accessible from the map.
AlphaOne will grow in importance as we approach the end of Phase 2’s patch cycle. AlphaOne and other Free Trade Ports serve as hubs where the player can meet new contacts, pick up special tasks and more. We will cover the Free Trade Port feature in more detail in a later announcement.

Work is underway on the Ship Editor; several UI elements have been rearranged and several bugs with the TreeView and other UI elements have been resolved. This will be an ongoing process through the Phase 2 patch cycle.

Organization View has been updated for Government and Corporation organization types. This is a work in progress and will be matured over the coming patches. Syndicate and Private organization types will receive a similar implementation geared to their unique play styles.

Asset View and Asset Details have been updated, the asset improvements section is now divided into the major areas that can be improved. Additional work will be carried out on the Asset Improvement UI over the coming patches introducing Station upgrades and additional improvement options.

Contacts View has been updated to filter contacts by type e.g. Personal, Facility and Organization contacts. In addition, changes to Rena and Saige tasks are underway with new tasks to be introduced over the coming patches.

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Re: Heathen Engineering's Terran
« Reply #7 on: June 08, 2017, 04:57:54 PM »
Cruising around Alpha One





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Re: Heathen Engineering's Terran
« Reply #8 on: July 01, 2017, 12:49:37 AM »
Beta Patch 463
Heathen Engineering's Terran - Heathen Engineering

Patch 463 is available for PC, Mac and Linux now on the beta branch. Don’t know how to access beta? Read this.



Patch Notes
Patch 463 introduces the start of the Gentle Giants story arc to the Alpha One station and opens more of the galaxy for exploration with the addition of the K72 Ice Fields and the ability to warp into orbit around any planet from the galaxy map. Patch 463 also brings a new type of ship, many bug fixes and more refinements to the UI. Player feedback is as important as ever as Terran approaches its feature complete stage later this cycle.

Ship Types
With the 463 patch we have introduced a new type of ship referred to as ‘Vanguard ships’. As with modular ship parts players will be able to unlock additional Vanguard ships through gameplay. Players can choose to fly a Vanguard type ship themselves or design and build their own modular ships to fit their unique needs and preferences.

Unlike modular ships which can only be piloted by a Terran Pilot the standardized Vanguard ships can be flown by any capable crew and fill out the bulk of most fleets. Over the upcoming builds additional ship parts and Vanguard ships will be introduced as well as the ability to hire, employ or recruit both Terran and non-Terran pilots and crews to your fleet.

Space Flight and Exploration
New exploration options are being added to the game, the first of which is the ability to warp to any know point on the galaxy map. For planets or ‘assets’ as a Terran would call them a new ‘Warp To’ button can be found in the upper left of the asset view in your map. In later builds players will be able to interact with the command towers of populated worlds to access services, meet new contacts and pick up new quests and tasks.



Heathen will be expanding on the space flight and exploration aspects of the game over the next few builds in preparation for the next patch cycle titled Vanguard. As always you can watch the Terran Roadmap for all the latest developments or of course the Terran Community of Steam for the latest news.

Technical
Shaders have been updated to improve performance across all APIs (DirectX, OpenGL, etc.), The Vulcan API is still disabled and will fall back to the next best available.

Heathen has started the process of finalizing key systems of the game removing tracing and debugging code. This process should have no notable effect on the game as seen by players but may make for larger patch updates as more files will be changed than usual. This of course will be an ongoing process until final release.

Camera and flight logic have been updated to correct several minor bugs and improve responsiveness and steep angles. Looking straight up or down will still cause the camera to spin quickly, a solution for this is prepped and will be implemented in a later build but should be a fringe case.

Task log has been updated to correct a number of minor issues including display of unselected tasks, mouse lock to centre of screen and the close button not responding to click events.

The warp in and out sequence has been marked for update, there is currently an issue where the players ship will be shown before the camera calculates its starting position. This effect self corrects within the first second or so of play and will be properly corrected in later patches.

Organization view and its reports are in an incomplete stage at the moment. The view should not cause issue with other aspects of the game but the report will not display correct values. Note the Organization view has not yet been updated for the Private and Syndicate organization types and is a work in progress for Government and Corporation organization types.

Organization AI is on temporary hold pending updates to the asset improvement system and fleet management systems. These systems are areas of focus for the team with Heathen’s goal being to get Org AI available in gameplay as soon as possible.

Game
Space flight updates including refinements of Alpha One, addition of K72 Ice Fields and the ability to warp to planet orbit from the galaxy map have all been added in this patch.

Alpha One’s Gentle Giant project and its related story arc are under development with the first task in the story arc available in its early form now. Story arcs are as described a collection of related quests / tasks with a ‘grand reward’ on completion. The Gentle Giant arc is among the smallest and simplest of the planed arcs and will be used to field test the underlying systems in preparation for the next phase of Early Access.

Work is underway around ships both modular and Vanguard. The Fleet manager and its ship editor will be updated to reflect these changes over the next few builds and cannot currently be used to build new ships. Player’s will automatically have the default or ‘starter’ ship when applied.

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Re: Heathen Engineering's Terran
« Reply #9 on: July 07, 2017, 12:05:37 AM »
Beta Patch 471
6 July - Heathen Engineering   

Patch 463 is available for PC, Mac and Linux now on the beta branch. Don’t know how to access beta? Read this.




Patch Notes
Patch 471 includes an engine update and the return of the Vulkan rendering API. Be sure to update your video drivers to the latest. For systems where Vulkan is not support the game will select the next best API e.g. DirectX (12, 11, 10 or 9) or OpenGL as the case may be. Please note that the Vulkan and DirectX 12 integrations are in an early state, please report any rendering issues through the community hub or through Heathen’s support channel.

Community Features
With patch 471 we have introduced the first of a battery of upcoming community features. The Early Access Message has been replaced with the Early Access Challenge. The initial Early Access Challenge feature set is a simple leader board scoring the ‘Early Access Points’ earned by each player. A set of initial challenges have been issued for patch 471 each rewarding a set number of points per completion. As Terran progresses new features and challenges will be added to the Early Access Challenge area.

Technical
The Unity 3D engine has been updated to 5.6.2 correcting a number of rendering and physics issues including issues with the Vulkan rendering API.

Load order of assets have been adjusted to bring players to main menu faster. Core assets will not be loaded until a new game or existing profile is loaded. The ‘Continue’ button may not appear on load as it has previously however existing profiles can still be loaded via the Load Game option on the main menu. The ‘Continue’ functionality will be restored in a later patch.

Camera and flight logic have been updated to correct for gimble lock … rapid spin when looking straight up or down. It is now possible to do a full loop; this should be the final adjustment to the flight camera and flight logic pending player feedback of course.

GameSparks has been implemented as of patch 471 to handle backend services such as the Early Access Challenges and leader boards. Terran will expand on the new capabilities as build 471+ stabilizes through the Early Access process.

Work is on going regarding UI updates in particular updating text labels. These updates are to improve rendering of fonts and offer better support across a wider range of display resolutions.


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Re: Heathen Engineering's Terran
« Reply #10 on: July 07, 2017, 03:28:49 PM »











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Re: Heathen Engineering's Terran
« Reply #11 on: July 19, 2017, 02:29:21 PM »
Beta Patch 481
Heathen Engineering's Terran - Heathen Engineering

Patch 481 is available for PC, Mac and Linux now on the beta branch. Don’t know how to access beta? Read this.




Patch Notes
Patch 481 updates the base engine, Steam integration and GameSparks integration, expect a larger than usual patch download size. Updates to the save file structure have also been made in preparation from the next patch.

Game
Costing has been added to asset claiming e.g. it will now cost you eCredits to claim new worlds. Your first or ‘home’ world is still free to claim. Claim costs calculations include
Admin; based on the number of controlled worlds plus additional cost if this is the first claimed world in a system.
Labour; based on admin costs and further impacted by conflict status
Material; based on distance to available resources and impacted by conflict status.
Later updates will see the inclusion of pilot enhancements and other mechanisms to reduce the cost of claiming worlds, at current the cost is a default calculation.

New Steam Avatars have been made available on the Official game group, you can access these here or in game by clicking your profile image in the Dashboard or Early Access Challenge area. If opened in game this will trigger the Steam Overlay and navigate it to the group’s avatar page.

Leader board icons will now open the Steam overlay to the selected users profile page. If you click your own icon it will open the official game group avatar page where you can select from one of Terran’s Steam Avatars to set as your own.

Technical
Game Engine Update to v2017.1; Terran will continue to update along with significant updates to the base engine until we approach the end of Early Access to insure the best possible compatibility, performance and quality possible.

Steam integration update; the integration with the steam overlay has been updated we will be adding additional functionality to leader boards and friends so more can be done in game or triggered through the Steam Overlay.

GameSparks update; corrected several bugs dealing with the awarding of Early Access Points and its leader boards. This will be expanded on further in upcoming patches.

New shadowing approach for direct lights (the Sun for example) this should greatly improve lighting and general game performance in scenes with larger structures such as the Alpha One station.

Updated the metadata save file structure for upcoming features around NPC organizations. These changes will be driving the gameplay changes of the next patch and brings NPC organizations to the game along with trade, politics and more. Note initialization of older organizations will report an error in the log file however the game will rebuild the meta-data as needed, this should only occur once on the first touch of an organization after the update is applied.

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Re: Heathen Engineering's Terran
« Reply #12 on: August 21, 2017, 03:17:07 AM »
Beta Patch 517
21 August


Patch 517 is available for PC, Mac and Linux now on the beta branch. Don’t know how to access beta? Read this.



Interface
Patch 517 includes several changes to the general UI. The main menu area has been simplified with the Home option being the new default. A new ‘Ships’ option has been added under the Home menu where players can select there currently active ship and the new ‘Events’ option presents the player with a list of all active events in the galaxy.

Ship Editor
The Ship Editor has received a lot of attention with patch 517 and features a fully refreshed UI. Ship Transform and Rigging functions have been simplified and a new material and decor system implemented. Players can now save and load ship designs through the Fleet Engineering menu for this patch Manufacturing is still disabled however this will be enabled in an upcoming patch.



Patch 517 only includes a small number of ship parts, in the next few patches we will be completing the conversion of parts, assemblies and décor greatly expanding the list of available components players can build with as well as adding new materials, abilities and prefabricated ships.

At this stage, the ship editor is nearly feature complete with assemblies, decor and abilities being the last remaining functions to be implemented during the Sector K72 patch cycle. We will of course continue to debug and refine the Ship Editor along with the rest of the game throughout development and into full release.

Weapon Systems
Weapon systems have received a notable update and new weapons have been made available. Weapons are now selected by type and are finalized when the ship is built. Weapon damage is calculated based on the ships available stats while each weapon type has a unique firing pattern, projectile flight speed and damage distribution.

Weapons are no longer divided by size, category or role but are organized by ‘Primary’ and ‘Secondary’ weapon systems. Primary weapons have a higher rate of fire, typically lower damage per round and typically shorter effective range while Secondary weapons have a faster overheat rate and fewer total slots available per ship.

Note that weapons systems will automatically be disabled in certain areas such as at free trade ports.



Ship to Ship Combat
Patch 517 introduces a number of changes and refinements to ship combat including a host of new weapon systems, AI tactics and formations. For the next several patches combat focused Hot Spots will spawn more frequently to ensure the player always has a fight to get into. In upcoming patches fleet and command & control systems will be introduced starting with a focus on ship to ship combat.

Patch 517 event placeholders are a simplified preview of things to come. Watch the announcement section for news on the upcoming Ship Abilities feature, the introduction of drones and carriers and of course new event types.

Known Issues
The Profile view has several known maths errors and elements which are not yet fully functional such as the Sector and System records showing 5k more population than they should. These issues are noted and will be addressed in upcoming patches.

When a player uses the ‘View’ button on an asset or system in the Home > Profile > System Assets list and then quickly switches to the Galaxy map before the view animation is complete it can cause the UI to load improperly. This can be resolved in game by clicking back over to Home and then back into Galaxy map. This issue will be properly resolved in an upcoming patch.

Rena Borsch tasks cannot be completed, Rena’s mission controllers are still in the process of being updated for recent changes and should be completed over the next couple of patches. Saige Marie and 12CE881 contacts are undergoing similar conversions and will update along with the Rena Borsch fixes.

Older save files missing from the profile list, over the past several patches several changes to the games data model have implemented some older save files may not be able to convert and so won’t appear in your profile list. We do work to limit the occurrence of this but it will always be a risk while under Early Access. Invalidated save files are not destroyed and should not adversely impact the loading of your game they are simply no longer compatible with the current state of the game.

Enemy ships die very fast in the placeholder events; this is as designed due to it being a placeholder. Patch 517 is testing the event spawn, load and AI handling. For this patch, the player’s ship cannot be destroyed though your health can be lowered to 0. Enemy ships are soft and can be killed easily the enemy formation should reorganize with each ship loss to maintain its selected formation and behaviour.

Note that enemy kills will accrue 2 Early Access Leader points per-kill though we have not added this entry to the Early Access Message splash screen.

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Re: Heathen Engineering's Terran
« Reply #13 on: August 23, 2017, 04:17:22 PM »

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Re: Heathen Engineering's Terran
« Reply #14 on: August 30, 2017, 05:54:23 PM »
Beta Patch 525
30 August


Patch 525 is available for PC, Mac and Linux now on the beta branch. Don’t know how to access beta? Read this.



Manufacturing Preview
A base implementation of Fleet Engineering’s manufacturing option is available in patch 525. You can now build your ship designs allowing them to be selected as your active ship.



At current the Build Order process is locked to building a single ship and registering it as personal. For patch 525 build costs have been greatly reduced. Over the next few patches the Build Order process and Fleet Administration features will be fleshed out allowing players to build sizable fleets, amass a diverse collection of private ships and build reserves of ships in preparation for major conflicts.

New Ship Parts
Patch 525 includes 3 new hull parts and introduces the first examples of ship décor and ship decals available in the design function under Fleet Engineering. Décor and decal parts have no impact on your ships basic stats aside from its build and maintenance costs. Only a few example décor and decal options are available in Patch 525, more options will be made available throughout Early Access with plans to introduce unique and rare options you will be able to discover through gameplay and achievements.

Display Settings and Optimizations



Profile settings have been updated to include Field of View, Saturation and Exposure controls. Work is underway to expose more of games configuration settings through the Main Settings menu. During Early Access a launcher option is available that allows users to adjust target display monitor, resolution and other common settings. As Early Access progresses the launcher will be disabled by default in favour of in-game settings but will remain available as a launch option.

Additional support for 21:9 aspect ratio and optimizations for super sampling and 4k resolutions in 16:9, 16:10 and 21:9 aspect ratios resolutions have been applied with patch 525. This will be an ongoing process throughout Early Access. Terran’s UI is now able adjust its UI scale and distribution and should offer a clean UI experience for 16:10 and wider aspect ratios including 3 monitor configurations.

Known Issues
Foil décor parts need there pivot points adjusted and the applied part name adjusted for easier editing.

New saved designs do not immediately appear in the design list of Fleet Engineering, this can be worked around by returning to main menu then going back to Fleet Engineering (e.g. reloading your profile), this will be corrected in an upcoming hot fix.

The Profile view has several known maths errors and elements which are not yet fully functional such as the Sector and System records showing 5k more population than they should. These issues are noted and will be addressed in upcoming patches.

When a player uses the ‘View’ button on an asset or system in the Home > Profile > System Assets list and then quickly switches to the Galaxy map before the view animation is complete it can cause the UI to load improperly. This can be resolved in game by clicking back over to Home and then back into Galaxy map. This issue will be properly resolved in an upcoming patch.

Rena Borsch tasks cannot be completed, Rena’s mission controllers are still in the process of being updated for recent changes and should be completed over the next couple of patches. Saige Marie and 12CE881 contacts are undergoing similar conversions and will update along with the Rena Borsch fixes.

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