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Offline Asid

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Objects in Space
« on: June 29, 2018, 03:12:34 PM »


You've been detected…
Your ship is exposed…
An alarm blares…
“Torpedo incoming!”


Objects in Space is a retro space game centred on 2D point-and-click stealth action in a massive open world. Players have their own customisable ships and can meet people, become a trader, bounty hunter, explorer, scavenger or all of them at once.


Homepage: Here
Official forum: Here
Steam: Here
GOG.COM: Here
YouTube: Here


Single-player


Early Access Launch Trailer




Published on Jun 21, 2018



About

Objects in Space is an open world 2D stealth-action space trading game set in Apollo – a huge cluster of star systems dozens of light-years away from Earth. You are a ship’s captain, buying and selling wares in order to keep your bucket o' bolts afloat and stay one step ahead of pirates, organised criminals, corrupt governments and shady laws.

A galaxy of characters await you in Objects in Space. The game focuses on a myriad of short stories rather than one main storyline with a hero’s journey, so it’s up to you how much or how little narrative you want in your game.

Combat in Objects sees ships treated more like Cold War submarines than WWII dog-fighters. You’ll be running silent, planning manoeuvres far ahead of time and engaging in deadly games of cat-and-mouse with nebulous enemies, but only for those players who seek it out. Combat-averse players can pay attention to the news and avoid pirate-heavy systems and choose not to explore the deadly uncharted areas of space where greater numbers of pirates lurk.

It’ll be up to you to keep your ship’s systems running as quietly as possible, going fully ‘dark’ if you have to, just floating with your current trajectory and speed hoping to avoid showing up on anyone else’s scanners as you traverse some of the most dangerous shipping lanes in space.

To make your money, there are over fifty employers and your reputation with each one will dictate how many passenger, cargo or bounty-hunting contracts are available to you. But be warned - failure to complete a contract might see your rep plummet with that employer. So when you get an SOS signal from a nearby ship but have a deadline to keep, what will you do?

Your ship is completely customisable down to the tiniest component of each module. If your battery dies, it’s your own fault. You decided to go with a cheap Ventarii battery in the first place, and it was out of your stubbornness that you bought a Connext Hap Node when the mechanic recommended a Xiao Sa brand model. Silly you.

You can play it safe in the central systems or design your ship with the ability to outrun, outfight or out-hide your opponents and make your fortune in the outer rims. But be careful! You are just as easily prey as predator in deep space…


Features List:

•   Massive open world to explore full of NPC's to interact with
•   Complex contract-based economic system with over 50 employers
•   Time-based open world - opportunities, stories and events happen at certain times as well as certain places, so each play through will be different
•   Tense submarine-influenced combat
•   Fully customisable ships - design your vessel for combat, shipping, stealth and more
•   Mostly avoidable combat for more pacifistic players
•   A world of side quests - no single linear story players are required to follow
•   Explore 12 hand-crafted populated star and 20 uncharted systems full of unknown threats and treasures
•   Find derelict ships, wreckages, cargo pods and communication beacons adrift in space
•   Be a trader, bounty hunter, explorer, pirate or all of them at the same time
•   Sandbox mode - play the game without narrative content in an endless version of the game (coming soon)
•   Scenarios - tense combat scenarios task the player with overcoming impossible odds and testing their skill (coming soon)
•   Multi-player Scenarios - compete or cooperate in a variety of multiplayer modes and situations (coming soon)
•   Build your own DIY controllers at home using Arduinos - anyone can construct their own ship bridge with physical switches and buttons with just a little bit of soldering know-how. Easy to learn and fun to do!


Early Access Screens











« Last Edit: April 07, 2019, 12:03:23 PM by Asid »
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Offline Asid

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Re: Objects in Space
« Reply #1 on: June 29, 2018, 03:14:40 PM »
Back Story

Part 1: The Long Dark Winter



Jump drives, giving ships the ability to instantaneously shift from one place in space to another, had allowed humankind to explore farther than we’d ever dreamed, at least outside of the realms of fantasists.

But there were limitations. The further the distance, the more power it took – so large vessels were required. Very large vessels. And even they might take dozens of ‘short jumps’, having to recharge between each one, to make the journey to a relatively nearby star, such as Barnard’s Star, Epsilon Eridani or Lalande 21185.

Great projects began – the building of jump-gates. Two huge structures, which allowed small ships to move from gate to gate, but with the huge energy requirements being provided by enormous reactors attached to the gates – not ones needing to be carried by the little freighters and exploration vessels commonly ferrying humans about the clusters.

Of course, to build the gate meant travelling there in the first place. So engineering fleets, bringing tons of rare metals, computers and generators arrived, slowly constructing each gate. The process took years, and it opened up a rather harsh reality for human travellers: that the nearby star systems to us were often barren, with few resources and no habitable planets to make the trip worthwhile.

We were, it seemed, stuck in a backwater – an empty spiral arm of a galaxy largely filled with barren rocks orbiting soulless stars.

“You gotta understand that we tried. We really did. Dozens of jump-gates, spanning light year after light year. So many systems. Everywhere we went, we found ores… but none of the rare stuff,” explained Herschel Markowitz, later a prominent mining magnate. “This isn’t the middle-ages. Iron isn’t enough. It’s ‘rare earth’ metals as we used to call them – or complex materials in the right situations. That’s what mattered, and that’s what we couldn’t find. Floating, useless rock after floating useless rock. And let’s not forget about food. You can grow a lot in pre-fabricated domes, sure… but if you’ve got even a half-useful atmosphere… well let’s just say it was a big deal we didn’t find places like that near Earth.”

Hope came from the great space-based radio-telescopes at Pluto. Seeing further than we’d ever imagined, they gave us clues that there was a place worth visiting. In an adjacent spiral arm of the Milky Way, hundreds and hundreds of light years through dark space entirely devoid of stars, lay the Apollo cluster.

The moon race beginning in the 1960s gave generations hope that our future would not be cut short on Earth; the discovery of the Apollo cluster solidified our idea of what that future might be.

It was a cluster, radio-telescopes said, with dozens of solar systems – many showing signs of atmospheres and metals of great use. But a jump-gate to travel the distance would be an enormous undertaking – the power systems alone to charge the gate would take hundreds of tons of fissile materials, to say nothing about the huge rare metal structures which were needed to shift matter from one gate to the next.

But what if we could surmount that? A project began larger than any other Earth had undertaken. Taking decades of planning and construction, the greatest space-going vessel ever launched, the deep-space colony ship Cassandra, was finally given a send-off worth of a project to send over 700,000 humans on a ten year voyage to travel to Apollo.

“Apollo appears to have what we’d… what we’ll all need to expand and thrive,” said Richard Lansky, an astronomer assigned to the cluster in a worldwide exclusive interview. “We can keep on eking out a living here in our little corner of the galaxy, colonizing one lifeless planet after another scrounging for enough resources to continue this pointless expansion… or we can jump. One big jump. One massive influx of everything we’ll need as a species for decades, possibly even centuries to come!”

“This will be the most dangerous trip humankind has ever undertaken,” said Nandan Bhargava, the Cassandra project lead. “But if these tends people, these exemplars of humanity, can safely get to Apollo and build their end of the gate, we may just craft a new dawn for our species.”

As Cassandra, an enormous, cylindrical structure tens of kilometres long and the biggest man-made structure ever, slowly crawled her way past Mars, Jupiter and Saturn to the outer rim of the solar system, where the lack of gravitational interference would let the biggest mobile jump drive ever created spin up and prepare to take it out of space-time for the first of what would be hundreds upon hundreds of jumps, it passed an early framework of what would become the second-biggest human-made structure: the Apollo Gate.

While Cassandra began her journey, back on Earth the construction on Earth Gate was made priority to connect humanity to the structure in the Apollo Cluster.

A decade of travel followed by a further decade of construction in Apollo itself to build their side of the jumpgate pair would mean that future travel between Earth and the cluster could happen almost instantaneously.

Cassandra was the most carefully-engineered vessel of all time, with the most vetted and analysed crew since the first voyages to Jupiter.

Her captain was Jason Novari, a young, but highly-decorated officer, who had famously saved hundreds of lives during his stint in the Sol Rescue Corps.

The engineering captain, Niklas Lipponen, was one of the greatest industrial engineers to ever work at the Mars Orbital Fleet Yards, and had been heavily involved in the design of both, the Cassandra and Earth Gate.

First officer Gregor Halsey, the only American in the command crew, had a history as one of the most stoic and efficient scout captains in the Earth Astrometrics Corps.

And, finally, Silvia Chang, a uniquely talented Astrobotanist responsible for the design of the “great greenhouse of Sirius”, was named Chief Botanist for the mission.

These four figures, along with several others heading up smaller divisions, rapidly became the most famous figures in human spacefaring history since Neil Armstrong, Xiu Chu or Dr. Declan De Vass.

Her De Vass drive charged, Novari ordered the Cassandra’s first jump and the vessel blinked out of existence in a heartbeat.

Arriving millions of kilometres away without incident, the crew began a job which would become very familiar in the years to come.

First, all system checks were completed – the Cassandra was intact. The largest man-made object in history was now also the fastest-travelling.

Then the dozens of small support crafts, from light freighters to scout ships, began to undock and buzz about the structure, assisting it in unpacking the largest solar panels ever created. For while it was possible to re-charge the ship’s De Vass drive purely using the reactors in the vessel itself, as most of the trip would be near numerous light sources, the engineers figured they could use these to speed up the journey. By using the enormous, 21 km long solar wings, the trip would be reduced from 13 years to just 10.

Days performing system checks and charging, and finally the Cassandra was ready to jump again. The solar wings were packed up, the ships re-docked and once again, the enormous vessel disappeared in the blink of an eye just to re-appear millions of kilometres away.

For years, this went on. Each time, the solar panels would be unpacked and the generator would be charged. Jump after jump, with the 752,452 colonists living life in deep space in a way no people in history ever had before. And each time, the recharge would take longer.

“You know, growing up on the Cassandra wasn’t so bad,” Fernando Salazar, who boarded the Cassandra at the age of 12, said during an interview. “For children, there was a lot to do, and there’s something about the structure of the jumps which were exciting to us. We’d all meet up at school and discuss when the next jump was going to be. Sometimes we heard different things, so we argued. It’s funny, because I heard later there were arguments about the ethics of forcing children to grow up on a prolonged deep-space voyage. But ask any of us – it was a good environment… certainly better than the early years of what came after.”

By nearly five years in, Cassandra had reached almost exactly half way between the two spiral arms of the galaxy, and recharging the jump drive no longer took days; it took weeks. With almost no usable light reaching the solar panels, Cassandra was finally at the place the crew began to dramatically call ‘The Long Dark Winter’. At the precise mid-point, it was announced by First Officer Halsey that they were now at the darkest, longest jump stop – and that from here on, it would only get brighter. This was the happiest day of the entire journey.

He also announced something else – that their number had changed. Despite two accidents and several natural deaths taking the lives of twelve crew-members, the Cassandra, due to births in numerous crèches, had now increased the human population of the mission by precisely one thousand souls. This marked the first point in history of humans alive who had never known anything but life aboard a colony ship.

Five years later, these toddlers would, for the first time, lay eyes on a planet – a desolate but beautiful world named Lagrange – in the star system known optimistically as Sagan’s Lights.


Continue....

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Offline Asid

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Re: Objects in Space
« Reply #2 on: June 29, 2018, 03:15:47 PM »
Overview


The bridge of a Ceres class light freighter


Objects in Space is a modem-punk stealth space-trading game set in Apollo – a huge cluster of star systems dozens of lightyears away from Earth. You are a lonesome ship’s captain, buying and selling wares in order to keep your bucket of bolts afloat and stay one step ahead of pirates, organised criminals, corrupt governments and shady laws.

Combat in Objects in Space sees ships treated more like submarines than dogfighters. You’ll be running silent, planning manoeuvres far ahead of time and engaging in deadly games of cat-and-mouse with nebulous enemies.

You will command your one-person ship from the captain’s chair. Encounters happen far outside visual range, so rather than close-quarters space shoot-em-ups, you’ll be poring over magnetic, gravimetric and radiation scanning arrays trying to locate tiny boxes of metal sometimes flying at millions of miles per hour massive distances away hoping against hope to get a missile lock.

It’s up to you to keep your ship’s systems running as quietly as possible, going fully ‘dark’ if you have to, just floating with your current trajectory and speed, hoping to avoid showing up on anyone else’s scanners as you traverse some of the most dangerous shipping lanes in space. Of course, one slight calculation error and you may veer off course, forcing you to leak highly detectable emissions to correct your mistake. Be careful.

The Apollo cluster requires absolute vigilance at all times. As you travel from one system to the next, trying to eke out a living, you’ll have to keep your eyes on your scanners at all times. You’ll have to differentiate in the blink of an eye between an asteroid and a hostile ship.

Your ship is completely customised by you, down to the tiniest component of each module. If your battery craps out, it’s your own fault. You decided to go with a cheap Ventarii battery in the first place, and it was out of your stubbornness that you thought a Connext Hap Node built for an Enceladus cruiser without an adapter would be a good idea. Silly you.

You can play it safe in the central systems or design your ship with the ability to outrun, outfight or out-hide your opponents and make your fortune in the outer rims. But be careful! You are just as easily prey as predator in deep space…
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Offline Asid

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Re: Objects in Space
« Reply #3 on: June 29, 2018, 03:17:33 PM »
Engineering


The engine room of an older model ship. From here, you can layout the ship’s modules and define the functionality you want it to have.


Players can purchase ships which are second hand and will generally already work, and need only minor repairs to make them space-worthy. Or they can go the cheaper and riskier route of buying a chassis and the necessary parts completely from scratch. To do this, the player would have to purchase a space-frame, the desired modules to fit their intended play style, and the desired components to optimise each module. Different chassis can house different modules (both quantity and type).

Each module is made up of smaller parts: components. Depending on the module manufacturer, the layout into which the components are placed varies wildly, so the number and type of components required to run each given module can be very different. In order for a module to be functional, a minimum ‘path’ of components is required. Some module layouts by certain manufacturers will have only one path (so every component slot on that path will need to be filled for it to function), while others will have more elegant designs so that one of several paths can be used instead of all of them. Still other, more expensive modules will have intricate networks so that if one path fails, others will kick in, meaning fewer failures.

All this combines to allow full, top-to-bottom customisation of the player’s ship. They can have a completely solar-powered ship with minimal emissions which is lightweight and good for staying silent. Or they can have a ship with a powerful reactor which is capable of escaping combat with a jump drive that can spin up in seconds. Or they can carry their own weapons and give themselves more freedom to cause emissions without fear. The choice is entirely up to the player, right down to the smallest Hap Node.
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Offline Asid

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Re: Objects in Space
« Reply #4 on: June 29, 2018, 03:25:10 PM »
Combat

An Encounter

You’re awoken by a comm from a nearby pirate with a missile lock on your ship. Do you agree to their demands and jettison your cargo?

New contact. Small, too small to be a ship. It’s fast and heading towards you. 3 minutes to impact. You scan the system and make way for a nearby nebula; you start to charge your jump drive. Your comm light blinks on again. The pirate repeats his request. The nebula is 180 seconds away. Time to impact: 154. You jump down to the engineering deck and quickly reconfigure your generator – all unnecessary systems offline – no scanning arrays, no main reactor. We’ll run off batteries, you think.

The sound of the main engine speeding up is masked by flashing lights back on the bridge warning you that at this rate you’ll be out of power from the batteries in 102 seconds. With your scanners offline you can no longer detect the missile, but at last count impact should be in 97 seconds. Just enough time. With the increased speed, the nebula is now 96 seconds away. No good. Even if it lost you in the clouds, that missile would be way too close by the time you entered.

Plan C. Jump drive still spinning up and draining battery at a frightening rate – time to activation: 82 seconds. Time to impact: 80. You drop down to the launching bay and prepare countermeasures. Two left after your last encounter. You curse yourself for the budget loader as you manually prepare for launch. Time passing quickly. You smash the button and both payloads are delivered.

Back on the bridge now – best guess at a time to impact: 20 seconds. Jump drive ready in 22. Nebula in 19. Even without scanners you still get an active ping from the countermeasures. One light goes out. Then the other. No idea if they did their jobs or not. Only thing to do now is—

SMASH!!! Alert lights are going off everywhere. Hull breach in the cargo bay, RCS indicates a high speed lateral clockwise spin, batteries are near empty and the reactor is not just offline but was damaged in the explosion. ‘Preparation to jump’ light is on. No way of telling where you’ll end up with this much system damage right before evacuation.

WHOOOOMP!

Your ears are ringing. It’s pitch black, but you’re alive. All systems are dead, except for a blinking cursor on your navigation computer. Ignoring the blood you can feel on your left temple, you hastily punch in boot up commands. Slowly, the navigation system turns back on. You’re orbiting a red dwarf. Over a light-year away, and nowhere near human contact.

You thank your past self for having the foresight to stock up on replacement parts and brace yourself as you go below to survey the damage…
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Offline Asid

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Re: Objects in Space
« Reply #5 on: June 29, 2018, 03:26:17 PM »
The Apollo Cluster




The SS Cassandra is the largest project humanity has ever undertaken. A massive ship designed to make a 10 year journey to the Apollo cluster, where preliminary scans reveal a bounty of mineral resources and potentially habitable planets. The ship reaches the edge of our solar system, escaping the grip of Sol’s gravity then make the first of many faster-than-light jumps. Families, children, scientists, entrepreneurs, engineers and more embark on the largest journey in humanity’s history. There are 700’000 souls aboard the Cassandra as she blinks out of existence in  Sol, destined for Apollo.

In between each jump, she breaks apart into countless smaller vessels which get to work monitoring the ship’s systems. She is maintained and observed thoroughly and each system must be fully optimal before another jump is made. Support and supply ships buzz around her like bees, while power vessels spread out huge arrays of solar panels to recharge for the next jump.

Jumping isn’t perfect. Some smaller vessels don’t reappear as they are meant to, and several lives are lost en route. But still, right on schedule, 10 years after leaving Earth, the Cassandra arrives in the Apollo cluster where it breaks apart for the last time and makes planetfall on the humble world of Lagrange.

Back on Earth, an effort was to be undertaken to create one side of a jumpgate to provide an instantaneous wormhole which would allow rapid transit between Earth and Apollo. The Cassandra herself would provide the chassis of the gate for the Apollonian side of the wormhole.

But there are problems. Initial scans show that Lagrange’s mineral deposits aren’t as abundant as had been promised, and the fleet has to spread out across the cluster and start building colonies around other, more bountiful planets.

As time passes, the colonies grow resentful of the newly-created Apollo-Earth Authority’s demands for their resources to be poured into EarthGate. Many feel that the establishment of EarthGate will rob them of the freedom and autonomy they had been working for years now to achieve. They want no masters. Others see EarthGate as a link to their history, their culture, and to their humanity itself.

Such dichotomy brings down the Apollo-Earth Authority, and systems form their own governments. Self-interest creeps in as EarthGate lies dormant and incomplete. Prosperity is had, rebellions come and go, powerful people grow and fall, wars are fought, and a new generation of people who had never seen Earth begin to slowly rise to power.

It has now been 44 years since planetfall. Most systems now fend for themselves, and fanatics even seek to destroy EarthGate entirely. But a question plagues everyone in Apollo. Why did Earth never reach out again?

That same year, a ship blinks into existence somewhere near the Galileo system. It is a badly damaged, and is quickly identified by a passing trader as one of the missing support ships for the Cassandra, finally reaching Apollo after all these years. On board is you, alone and in a world which has had almost half a century of development without you. You have no friends, and no one knows you’re here…
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Offline Asid

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Re: Objects in Space
« Reply #6 on: June 29, 2018, 03:32:39 PM »
OBJECTS IN SPACE: Build Your Own Bridge





You can play Objects with a keyboard and mouse, OR you can build your own physical controllers at home, just like we have here at the studio! We'll be releasing the schematics for how we built our physical controllers, and releasing the source code to help you make them function correctly, but there's no reason you have to stop there. We've used a series of buttons and switches for some basic inputs which handle weapons, engines and manoeuvring, as well as some LEDs to create a massive damage display. But why not add a power gauge using a physical needle? Or a 360 degree dial which shows your current direction or trajectory? Our setup was made using MDF wood, nails and spray paint, but we're already hard at work on a Mark II set of physical controllers which up the ante with thicker wood and screws. You could make yours out of anything from papier mache to solid metal. The possibilities are endless, and it's entirely up to your imagination as to what kinds of displays and functions you create!





Scott Manley


"One of my favourite exhibits at GDC is Alt.ctrl.GDC where developers bring games that use non-



Blueprints released: here
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Offline Asid

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Re: Objects in Space
« Reply #7 on: June 29, 2018, 03:37:18 PM »
Podcast in Space



Welcome to the Podcast in Space, the podcast all about the development of Objects in Space.

Through this podcast, we’ll be taking you on the journey with us as we develop Objects. Each episode, we’ll discuss different aspects of the game’s development in detail, bring on different members of the dev team as guests and give you a deeper insight into some of the bizarre and ambitious things we hope to do with the game.

So stick around – there’s plenty to talk about and lots to do!

iTunes or RSS Feed


Episodes: here
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Offline Asid

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Re: Objects in Space
« Reply #8 on: June 29, 2018, 03:42:18 PM »
Sonar in Space - Modempunk Style



Scott Manley
Published on Jun 23, 2018
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Offline Renders

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Re: Objects in Space
« Reply #9 on: June 30, 2018, 05:34:46 PM »
TERRIFIC. I got it and I'm enjoying it 100%
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Offline Asid

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Re: Objects in Space
« Reply #10 on: June 30, 2018, 09:14:05 PM »
I have been following the game for a while and finally got round to posting about it.

Glad you are enjoying it  :thumbsup
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Re: Objects in Space
« Reply #11 on: June 30, 2018, 09:57:39 PM »
thanks to your post now I have a masterpiece!! It would really be nice to make the Arduino panels!!!
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Offline Asid

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Re: Objects in Space
« Reply #12 on: June 30, 2018, 10:00:14 PM »
thanks to your post now I have a masterpiece!! It would really be nice to make the Arduino panels!!!

I have been thinking about it   :notworthy
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Offline Attila

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Re: Objects in Space
« Reply #13 on: July 01, 2018, 08:33:53 PM »
Yes !!!  This is great game, thanks Asid for the info's :)
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Re: Objects in Space
« Reply #14 on: July 02, 2018, 04:54:55 PM »
Patch Notes for v0.9.2.2 (main) and v0.9.2.3 (beta)
2 JULY - [505 GAMES] TAIKOBO

Version 0.9.2.2 Patch Notes

Added:
•   NEW COMBAT SCENARIO - A highly manoeuvrable Enceladus with 8 torpedoes but no defences up against 6 pirates in an uncharted star system.

General:
•   Fixed a crash when loading some older save games.
•   Fixed a bug where infinite money could be obtained by opening certain emails multiple times.
•   Fixed a bug where SOS beacons could be used outside of the campaign.
•   Fixed crashes when using NavMap modules with older in-game software versions.
•   Proxima airlocks now produce sound effects.
•   Temporarily removed adapters & component shields for sale.
•   Made NPC ships travel more tightly, to avoid accidental asteroid/hazard issues.
•   We now store OiS version numbers in save metadata for easier tracking down of issues.
•   Ensured consistent naming for grappling arms.
•   Made all components work in all module types (until the 'socket types' mechanic is properly implemented).
•   Adjusted the camera on the Wire terminal on Crassus so you can see the whole monitor.
•   Fixed a few broken signs on space stations.
•   Removed a defunct module type from stock model Enceladus ships.
•   Changed wording of Buffalo Hargreaves mission to specify Bhola Station and not Bhola Prime.
•   Added a message telling players when the Buffalo Hargreaves mission is no longer available.
•   Updated instructions in Nick Fourier mission to be clearer about where to take his weapons.
•   Updated PDA Notes in Annie Bolan mission.
•   Increased the price of chocolate by a factor of 50 (tasty).
•   Added new animation for Jacqui Engels conversation.


Version 0.9.2.3 (latest beta version)

General:
•   Fixed a crash when changing rooms away from the ship's cabin sometimes.
•   Fixed various crashes related to pirate attemping to pick up dropped cargo.
•   Fixed a crash sometimes caused when an email was downloaded.
•   Fixed a crash when moving through broken modules in the engine room.
•   Fixed a bug where you couldn't click on stars, even if they were visible over 'fog'.
•   Fixed a bug where sometimes generating a new bounty would crash.
•   Fixed a bug where the date/time in the year 44a was shown during tutorial with the tablet open.
•   Fixed a bug where the EMCON physical toggle-switch on the Proxima-class wasn't working.
•   Fixed a bug where UI beeps, especially on space stations, didn't always play.
•   Fixed a bug where loading a game when you are docked with a jumpgate sets the wrong UI border colour.
•   Fixed a bug where buying a second sensor, weapon or other similar modules will leave them disconnected at first.
•   Allowed pagination of selected note in player's PDA.
•   Fixed a bug where engineering screens would say UNKNOWN instead of CORE when you'd clicked on a module containing a reactor core.
•   Fixed a bug which made a Hap Node in a Remora RCS module unclickable.
•   Fixed a bug which prevented you from progressing in the Qian Block conversation.
•   Fixed a bug causing Okwui Ways to never appear (a different one - there was more than one).
•   Fixed export which allowed you to sell certain goods infinite amounts of times.
•   Modified the DH30 Comms module so that a component on one arm can go down without breaking the whole module.
•   Fixed a bug where you could sell the weapons you retrieve for Nick Fourier infinite times.
•   Fixed a bug where Buffalo Hargreaves would remain at the Douros airlock after you'd already dropped him off.
•   Fixed a bug which made the Nick Fourier mission to find the wreck of the SS Pamir unfinishable.
•   Prevented Harry Vuong from appearing on Assayer if you'd continued the Nick Fourier thread of the mission instead.
•   Fixed crashes in the Sam Kasrils mission and Herschel Li / Martha Meitner mission.
•   Fixed a crash when you read the PDA note about the first mission from Avelina Dembo.
•   Fixed a crash which would sometimes happen when reading the ship logs of the Caliban.
•   Updated Infopedia entry for the Christmas Tree.
•   Added Infopedia entry for the PCE Master Alarm.
•   Fixed bug where Asterin Allas would complain about taking too long to get to Crassus after you'd already dropped him off.

Alterations:
•   Changed the order of tabs on the PDA basd on most-used.
•   Slight improvement to the ship's log screen.
•   Made pirates react if you try to steal cargo they are attempting to collect.
•   Made space stations sell more components by default.
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