Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 29, 2018, 03:12:34 PM

Title: Objects in Space
Post by: Asid on June 29, 2018, 03:12:34 PM
(https://steamcdn-a.akamaihd.net/steam/apps/824070/header.jpg?t=1529681748)

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 (http://objectsgame.com/)
Official forum: Here (http://forum.objectsgame.com:88/)
Steam: Here (https://store.steampowered.com/app/824070/Objects_in_Space/)
GOG.COM: Here (https://www.gog.com/game/objects_in_space)
YouTube: Here (https://www.youtube.com/user/FlatEarthGames/search?query=OBJECTS+IN+SPACE)


Single-player


Early Access Launch Trailer


https://youtu.be/dpl_vT3S89o

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

(https://steamcdn-a.akamaihd.net/steam/apps/824070/ss_493ad481176f67d8f88e3c0e4bf5c73028e793a2.1920x1080.jpg?t=1529681748)

(https://steamcdn-a.akamaihd.net/steam/apps/824070/ss_ecd3cd99785edb908c9caeaa5f77e7b4e4013be1.1920x1080.jpg?t=1529681748)

(https://steamcdn-a.akamaihd.net/steam/apps/824070/ss_e6990cbd349079a0eb858c118d9626d7bf30e74f.1920x1080.jpg?t=1529681748)

(https://steamcdn-a.akamaihd.net/steam/apps/824070/ss_d0f32c38ddf1777279a79380fc7fc695fc4efbcc.1920x1080.jpg?t=1529681748)

(https://steamcdn-a.akamaihd.net/steam/apps/824070/ss_e660fd39a28df614e7da27c8bbee1d0e19b1f080.1920x1080.jpg?t=1529681748)

(http://objectsgame.com/wp-content/uploads/Component-Trading-Screen.png)
Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:14:40 PM
Back Story

Part 1: The Long Dark Winter

(http://objects.expectproblems.com/images/a/ac/Ship_ProximaClass.png)

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 crθches, 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.... (http://objectsgame.com/the-game/back-story/)

Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:15:47 PM
Overview

(http://objectsgame.com/wp-content/uploads/Bridge.jpg)
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…
Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:17:33 PM
Engineering

(http://objectsgame.com/wp-content/uploads/Engineering.jpg)
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.
Title: Re: Objects in Space
Post by: Asid 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…
Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:26:17 PM
The Apollo Cluster

(http://objectsgame.com/wp-content/uploads/Apollo_Cluster-Map2.png)


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…
Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:32:39 PM
OBJECTS IN SPACE: Build Your Own Bridge


https://youtu.be/fUw9eFcLCWo


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!


https://youtu.be/lgdYKGlF96o


Scott Manley
https://youtu.be/I270vSrTIuk

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



Blueprints released:  here (http://objectsgame.com/the-controllers/blueprints-schematics/)
Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:37:18 PM
Podcast in Space

(http://i0.kym-cdn.com/entries/icons/original/000/018/080/logopodcast.jpg)

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 (http://objectsgame.com/podcast-in-space/)
Title: Re: Objects in Space
Post by: Asid on June 29, 2018, 03:42:18 PM
Sonar in Space - Modempunk Style

https://youtu.be/B121Wuv8-ds

Scott Manley
Published on Jun 23, 2018
Title: Re: Objects in Space
Post by: Renders on June 30, 2018, 05:34:46 PM
TERRIFIC. I got it and I'm enjoying it 100%
Title: Re: Objects in Space
Post by: Asid 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
Title: Re: Objects in Space
Post by: Renders 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!!!
Title: Re: Objects in Space
Post by: Asid 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
Title: Re: Objects in Space
Post by: Attila on July 01, 2018, 08:33:53 PM
Yes !!!  This is great game, thanks Asid for the info's :)
Title: Re: Objects in Space
Post by: Asid 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.
  12  Rate up

Title: Re: Objects in Space
Post by: Asid on July 05, 2018, 02:06:43 AM
Objects in Space Next Steps
Objects in Space - [505 Games] Taikobo

#Discussions_QuoteBlock_Author

Hi all!

We've been working very hard to address the bugs and feature requests you've been sending us with Objects in Space, spending almost all of our time tackling the emails in to our objectsbeta@gmail.com address.

We want to thank you all very much for your patience and feedback as we sort through some absolute humdingers and fascinating bugs we'd never seen before. We've been reading through that inbox as our number one priority and aim to reply to everyone who's sent us their feedback and crash logs!

We hope that your game is much more stable now than it was when we launched a week and a half ago, but we'll continue to prioritise anything stopping progress or causing a crash over anything else.

That said, we wanted to provide some guidance as to what you can expect from Early Access. We haven't had time to properly sit down and create an exhaustive list of exactly what we're hoping to add, so please don't consider this final or immutable, but here we go:

Key features:

Linux Version
Sandbox Mode - the core game but with selectable starting positions and no story content
Scenarios - all kinds of strategic challenges for those who want to test themselves against the game's stealth mechanic
Multiplayer Scenarios - similar to the single player combat scenarios but with variations to make them work with multiple players (TBC but at least 4). We'll start with LAN only and go from there...
More Narrative Content - Expect an extra 35 stories and another 9 weeks of news (which will have impact on the game world itself unlike currently where big news items don't impact the economy or the Ai behaviours)

General improvements:

On top of the above, we've been consolidating your feedback to figure out which areas of the game people are having the most frustrations with so we can add general improvements to those areas (outside of general stability concerns). Key among those are the AI systems (both for enemies and your own pathfinding systems), engineering, economic balancing and the power room accommodating ships with more than 12 modules.

Very near future:

As you've seen from the first 10 days we've been out, our team is working to provide small updates every day or two which address the most pressing issues. We'll be continuing to do that until as many of the stability issues as possible have been dealt with, and adding new scenarios as we go.

Again, we want to thank you all very much for your patience, dedication, the amazing stuff we're seeing people make at home (whether it's been Arduino setups, fan art or PDF manuals) and for the messages of encouragement we've been receiving! It's a weird and overwhelming time for such a small team to finally release a game after working on it for so many years, but it really helps keep us going to hear how many people are loving the game.

Once the objectsbeta@gmail.com email inbox has died down, we'll start being more active in replying to threads on forums.

Sincerely - the Flat Earth team (and I feel it's necessary to state that we thought the name sounded cool in 2011 and are indeed aware of the round nature of our planet :p)
Title: Re: Objects in Space
Post by: Asid on July 05, 2018, 11:16:20 AM
Patch notes for v0.9.2.4 (main)
5 JULY - [505 GAMES] TAIKOBO


Version 0.9.2.4 patch notes
General:
•   Fixed a bug which caused a crash sometimes when a ship takes damage.
•   Debug log now shows which component was selected in the engine room.
•   Ship Status screens in cabins now work properly on all ships.
•   Had Dr Liam Ong alert you about the dangers of the mission to come.
•   Relocated the derelict out of the asteroid belt in the Dr Liam Ong mission.
•   Relocated Buffalo Hargreaves so he doesn't clash with Mona Al-Ajwi's spawn point.

Alterations:
•   Added ability to turn off tooltips.
•   "No Camera Motion" now turns off all camera shake as well.

Title: Re: Objects in Space
Post by: Asid on July 06, 2018, 10:23:14 PM
Patch Notes for v0.9.2.5
Objects in Space - [505 Games] Taikobo

Version 0.9.2.5 patch notes


#Discussions_QuoteBlock_Author
Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.

Alterations:
•   MANUAL DOCKING is now possible. Be within 5Gms of a dockable space station, and below the catch threshold of 0.3Gm/s.
•   IFF is automatically turned off when you enter EMCON mode.
•   All emails now come via remote sync - none appear magically in your inbox.
•   Made manual docking procedure a command bindable to a key.

•   
General:
•   Fixed a bug where taking the last good from floating cargo could cause a crash.
•   Fixed a bug where the top message bar was getting stuck if you were zoomed out of a monitor.
•   Fixed a bug where goods could all be sold at max price if you sold them in small amounts.
•   Fixed a bug where transferring cargo from your hold into floating cargo in space would lose the goods but keep the pod.
•   Fixed a crash when selecting empty slots in engine room.
•   Fixed a crash when selling your default navcom.
•   Fixed a bug where contracts that had a delay between appearance were appearing too frequently.
•   Fixed a bug where a broken module open in engineering could be connected from the power room.
•   Fixed a problem where some contract & email information was not being stored correctly in save games.
•   Fixed a pagination bug with the infopedia's table of contents.
•   Fixed a bug where Buffalo Hargreaves would never get off your ship
•   Fixed a bug which caused the Mahuika Ngata contract to appear again even after the mission was complete
•   Fixed a bug which kept the Angela Reddy PDA note active after the second transport job for her
•   2 new stories added
•   Fixed 3 bugs which prevented you from taking passengers after completing passenger missions for John James Salomon, Qian Block and Ravi Ramachandran.

Title: Re: Objects in Space
Post by: Asid on July 13, 2018, 11:40:31 AM
Patch Notes for v0.9.3
Objects in Space - [505 Games] Taikobo
10 Jul


Version 0.9.3 patch notes


#Discussions_QuoteBlock_Author
Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.

Alterations:
•   Sensor objects that haven't been detected in 2 minutes now get removed automatically.
•   The SS Tchaikovsky no longer hails you unless you approach it.

General:
•   Fixed a crash when hacking certain kinds of ships.
•   Fixed a crash when a slot with an addon but no component was selected under certain circumstances.
•   Fixed a crash when mooring with some cargo pods.
•   Fixed a crash when jumping away from a sector with a synthetic object in it.
•   Fixed a crash when closing a module and opening another one where a now-invalid slot number was selected.
•   Some components were inaccurately listed as damaged on the main engineering screen, even when they weren't.
•   Stopped dropping out of time compression when a weapon was fired in the sector, instead only doing it when you DETECT a weapon near you.
•   Time compression wasn't being cancelled correctly when a pirate threatens the player.
•   Fixed a bug where you could always upgrade pods even if you didn't have the money.
•   Relocated Aki Hasagawa so she doesn't conflict with the Fernando Gutierrez.
•   
Windows:
•   Fixed a bug where "Hours Left" sometimes showed as random garbled numbers.
•   Fixed a bug where the "Heading" section on the sensor screen was sometimes garbled for certain ships.

Title: Re: Objects in Space
Post by: Asid on July 16, 2018, 04:45:46 PM
Patch Notes for v0.9.3.1
16 July - [505 Games] Taikobo

Version 0.9.3.1 patch notes

Originally posted by Elissa:
Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.

General
•   Major memory usage updates, numerous memory leaks and crashes fixed.
•   Fixed a crash when closing modules after repairs sometimes.
•   Fixed some visual / text-overlap issues with the trade terminals.
•   Fixed a bug where the UI would change to the wrong colour sometimes on loading game.
•   Fixed a bug where some text-based UI elements that had odd heights would sometimes glitch a bit when rendering.

Title: Re: Objects in Space
Post by: Asid on July 20, 2018, 11:21:07 AM
Patch Notes for v0.9.3.2
Objects in Space - [505 Games] Taikobo

Version 0.9.3.2 patch notes


Version 0.9.3.2 is currently available on the main branch.

Mac Users:
•   A great many of you have reported the game is perfectly stable now, but some are still experiencing memory crashes. PLEASE do keep sending those crash log files to objectsbeta@gmail.com. It's all very helpful!

Alterations:
•   Change logs now appear in-game. :p
•   Massively increased the difficulty of the third Angela Reddy mission.
•   Massively increased the difficulty of the Casey Croma mission.
•   Massively increased the difficulty of the Karol Zima mission (if you betray him).
•   Massively increased the difficulty of the Victoria Marks mission (if you betray her).
•   Massively increased the difficulty of the Mona Al Ajwi mission (if you betray her).
•   Added ability to change your ship name and player account name.
•   Added ability to turn off anonymous game analytics.
•   Wrote all possible options to options file for ease of hand-modifying.
•   Batteries charge in serial as before, but in sucha way as not to stop at a broken battery.
•   Modules for sale are generated to maximise chance of at least one of each module type being on sale at any given space station.
•   Added docking fees for space stations.
•   Changed jump gate fees to be more varies and more expensive in central systems.
•   Added new employer reward for completing Mona Al Ajwi mission successfully.

General:
•   Several memory crashes fixed.
•   Fixed a bug where loading games would sometimes fail after a monitor had been damaged in a specific way.
•   Fixed possible crash when NPCs detect player under specific circumstances.
•   Fixed a crash when your ship gets destroyed.
•   Fixed a crash when having a module open as it gets destroyed.
•   Fixed a sporadic crash when generating names for buyable ships.
•   Fixed a crash when docking with certain moored targets.
•   Fixed a bug where sometimes incorrect draft sets would become available at the wrong times.
•   Fixed rooms in Port Pisa.
•   Fixed a problem where options screen wasn't always updating correctly.
•   Jump drives can no longer be used when docked.
•   Point Defence Systems are now shut down when you docked with something.
•   Added manual dock button to Enceladus corvette.
•   Point Defence Systems were not showing their range correctly at the buy screens.
•   Fixed bug where towing fees were not being configured properly.
•   Countermeasure and cargo jettison sounds were audible to player even if an NPC performed the action.
•   Fixed a bug where pirates IFF was not being set correctly after loading game.
•   Scrolling to the bottom of an infopedia article sometimes meant not being able to view smaller articles later on.
•   Made the Aki Hasagawa second conversation happen after you've left the station and re-docked so she doesn't block you picking up Fernando Gutierrez.
•   Fixed a bug allowing the D4-SNS sensor system to work without all its components.
•   Fixed a bug where the Parssus Union said it was giving you a license to work it but didn't.
•   Standardised all quadrant references to be alphabetical and not numerical.
•   Added WAY more paragraph breaks to the John Milgram beacon emails.
•   Fixed an issue which caused some of John Milgram's emails to cut off one line before the end of the text.
•   Scud de la Vinci now correctly states how much money he will give you as a bonus.
•   Fixed a bug where Casey Croma would pay you twice for helping her.
•   Fixed a bug which caused your decision regarding the fate of John Milgram to not be reflected in your choices of emails to send to Adem Fish afterwards.
•   Fixed a contract for Threadbare taking clothes from Douros to Dadra which was hugely unprofitable.
•   Fixed a bug which caused a crash in the second Mona Al Ajwi conversation.
•   Removed temporary wording from Victoria Marks' clone conversation.

Title: Re: Objects in Space
Post by: Asid on July 24, 2018, 04:07:21 PM
Objects in Space Wiki  here (https://oiswiki.sysadninjas.net/wiki/Main_Page)
Title: Re: Objects in Space
Post by: Asid on July 25, 2018, 10:42:54 AM
Patch Notes for v0.9.3.3
Objects in Space - [505 Games] Taikobo

Version 0.9.3.3 Patch Notes

General:
•   Fixed some memory-related crashes.
•   Fixed a crash when loading save games that have no-longer-valid contracts.
•   Fixed a crash when loading save games that had cracked consoles.
•   "ROT" command on ship terminal didn't cancel autopilot before rotating your vessel.
•   Implemented INV and MODULE terminal commands.
•   Fixed word-wrapping and text-padding issues.
•   Fixed a crash when starting the game on certain space stations when owning an Enceladus.
•   Fixed a bug where some blockade zones were being erroneously triggered.
•   Fixed a periodic crash when disembarking from derelicts.
•   Fixed bug where shift key was getting stuck.
•   Fixed a bug where an open module got 'stuck' open when docking or toggling EMCON mode.
•   Nick Fourier mission now correctly removes the torpedoes and pays you
•   Fixed bug where Nick Fourier would email you angrily even after you completed his mission
•   Changed the PDA Note description of the Nick Fourier mission
•   Fixed bug where Nick Fourier promises you a Galilean Minerals license then gives you a Rahimi Agricultural one
•   Fixed a bug which caused Mona Al Ajwi to remain angry with you even after you explained the loss of her artworks
•   Fixed a bug where Jacqui Engels would send you an angry message even after you successfully dropped her at Feni
•   Fixed a freeze in the first Kesta Jones conversation
•   Fixed a bug where John Milgram would never leave your ship unless you took him to Adari
•   Increased time limit on two Leon Aerospace contracts going from Tega to Prefect
•   Fixed a bug where Avelina Dembo would email you about having taken too long to find her beacon even after you'd found it
•   Fixed a series of bugs where the game would freeze if you clicked on a passenger in your passenger cabin in story missions
•   Fixed a bug which allowed Agnes Pelettier to spawn anywhere after your first conversation
•   Fixed bug where Jacqui Engels would email you saying you took too long even after you completed her mission.
•   Fixed bug where Qian Block would email you saying you took too long even after you completed his mission.

Title: Re: Objects in Space
Post by: Asid on July 26, 2018, 11:00:48 AM
Patch Notes for v0.9.4
Objects in Space - [505 Games] Taikobo

Version 0.9.4 Patch Notes

Major:
•   Room-change crash on Mac 64-bit systems fixed.

Alterations:
•   When modules are sold to a station, they are now repaired and put back on sale.
•   News articles are now shown in reverse order.
•   Previously-selected emails and news articles are kept after viewing them.

General:
•   Clicking on countermeasures after launching showed graphics glitches.
•   Fixed a periodic crash when moving between two very large space station rooms.
•   Fixed a sporadic weapons-related crash.
•   Fixed text glitch on the countermeasure panel.
•   Fixed a bug where scroll-wheel to zoom in on monitors was sometimes zooming in on the wrong monitor.
•   Fixed bug where weapons functionality could still be used while weapon module was still booting up.
•   Fixed a bug where authority ships sometimes identified ships without their IFF being on.

Title: Re: Objects in Space
Post by: Asid on July 27, 2018, 01:50:51 PM
Patch Notes for v0.9.4.1
Objects in Space - [505 Games] Taikobo

Version 0.9.4.1 Patch Notes


Alterations:
•   Hacking a vessel shows you its modules and their states.

General:
•   Fixed a bug where if you owed money (due to a fine, etc) to a faction that doesn't loan money, the game would crash when interest was calculated.
•   Fixed bug where passengers were being retained after you quit back to menu and began or loaded another game.
•   Fixed a crash when you entered EMCON mode while calculating a jump solution.
•   Fixed a bug where disconnecting your jumpdrive when it was fully charged wouldn't auto-discharge the unit.
•   Jump drive retains any selected destination after being discharged.
•   Fixed a bug where the first tutorial message from Wendy in space didn't trigger the audio indicator when it was complete.
•   Fixed bug where the comms screen was unusable if you were zoomed in on it when someone hailed you.

Title: Re: Objects in Space
Post by: Asid on September 05, 2018, 12:13:59 PM
Update on the Update - now 6th September

Hi all!

After realising that our ability to read calendars was faulty and that we’d pegged the Scenarios Update to launch on a Saturday, we’re bringing the date forwards.

The Scenarios Update is coming this Thursday (6th September), and alongside the host of challenges it’ll bring, it’s also gong to come with a bunch of improvements to the Power Room, Engineering Room and Time Compression (among other things).

As well as a lot of general interface optimisation, you’ll now be able to jettison components from your engineering inventory and relocate modules when docked.

We've posted a few screenshots on our forums (they are below)

This update is mainly about improving overall quality of life in the game’s interfaces - expect the big update after this one to focus on more meta-gaming aspects of trade and economy while also adding variety to modes of play in the open world.

Thank you all so much for your support, patience and feedback so far! We’ll keep on working hard to improve the game and add more to it!

Leigh and Elissa

(http://forum.objectsgame.com:88/uploads/default/original/1X/2ba1df8606e31289afff5249b5f5186ad80c3c9f.JPG)

(http://forum.objectsgame.com:88/uploads/default/original/1X/2ba1df8606e31289afff5249b5f5186ad80c3c9f.JPG)

(http://forum.objectsgame.com:88/uploads/default/original/1X/44bf12df25fb893849138934b84c4e935e236f31.png)

(http://forum.objectsgame.com:88/uploads/default/original/1X/eb998d4f93c6616245ef75eb7081b01cbb34123c.png)
Title: Re: Objects in Space
Post by: Asid on September 07, 2018, 12:34:32 PM
Patch Notes for v0.9.4.5 - The Scenarios Update
Objects in Space - [505 Games] Taikobo

Version 0.9.4.5 Patch Notes

Alterations - General:
•   Time compression now indicated separately from emergency messages, and shown in the top bar of every screen.
•   Number of save slots increased to 5.
•   Authority and Military vessels now communicate with each other, and respond in kind of violent force they see a player (or any other ship) engage in. In short - expect to get torpedos heading your way from government vessels if you're caught shooting in inhabited systems.
•   A post-game screen has beeen added to the main menu, describing your final moments and giving you information about the outcome of the scenario, if relevant.
•   Pirates now have different loadouts depending on their skill levels.
•   Main menu has been redesigned with additional functionality.
•   Can now skip intro with escape/enter/space, or permanently through the config file.
•   Movement mechanics have been overhauled for efficiency.

Alterations - Engineering:
•   Brand new Power Management screen has been implemented on all ships, along with the ability to alter the module power priority.
•   Massive overhaul fo the component and module system, with components individually affecting power usage, efficiency and emissions of the module they're in.
•   Component management screen added to engineering, with ability to scrap/destroy components.
•   Module screws now visibly rotate when unscrewing/tightening.

General:
•   Fixed pathing issues that sometimes caused pirates or bounties to path through dangerous asteroid fields, etc.
•   Fixed some crashes relating to using low-quality navmap modules with green or blue displays.
•   Fixed a sound glitch when burning or using RCS modules on low power.
•   Fixed a bug where torpedos out of power would not correctly self-destruct
•   Fixed travel bugs sometimes causing stuttering and lack of motion.
•   Fixed bug where ship would attempt to rotate/burn when they had nowhere near enough power to do so.
•   Fixed a bug where damaged RCS modules did not reduce the actual efficiency of turns.
•   Fixed a bug where the "turn ship to 50 degrees" part of the tutorial had problems running on very slow computers.
•   Fixed a bug where after the player was scanned in ANY sector by authority ships, they would never be scanned again until they restarted theg ame.
•   Fixed a crash when hitting enter on certain conversation options.
•   Fixed some aesthetic issues with the Enceladus.
•   Fixed an error with the offset of the wrench mouse cursor in the module repair screen.
•   Removed points on Etna Mining Outpost where players could click and be teleported back to their ship

Story-Specific:
•   Fixed a bug where the PDA Note to help Benny on Etna Mining Outpost wouldn't disappear after you'd failed the mission.
•   Fixed a bug where the PDA Note to deliver Victoria Marks' clone wouldn't disappear after successfully completing the mission.
•   Fixed a bug where Qingqi Farr and Dr Sparks would get off your ship disappointed even after you'd completed the mission or Liam Ong
•   Fixed a bug where Ray Zee would get off your ship disappointed even after you'd completed his passenger trip
•   Fixed a bug where Jinghua Wong would appear to get off your ship even after you'd successfully transported him out of Parssus
•   Fixed a bug where Ray Zee would send you an email about not picking him up even after you already had.
•   Fixed a bug where it was possible for Candra Alatas to email you after she'd died
•   Made Buffalo Hargreaves' PDA Note disappear properly if you failed to reach him in time
•   Stopped players from being able to email Charlotte Brian about Dr Nicholas Reiffel after already having dropped him off
•   Fixed a bug where Dr Nicholas Reiffel would force your passenger status to remain on
•   Fixed a bug where the PDA Note for Dr Nicholas Reiffel wouldn't disappear if you let him go
•   Fixed a bug where Avelina Dembo would email you upset even after you'd hacked the Orson's End for her
•   Changed emails to Charlotte Brian to be sending to the correct person
•   Fixed a 'stuck' passenger bug after saving the refugees for Tuisin Brown
•   Fixed a crash when trying to view all trade prices on Zaragoza while carrying a plasma cannon
•   Fixed a bug where John James Salomon would message you via the intercom about how long his trip was taking even after you'd dropped him off at a location
•   Fixed a bug which allowed you to accept the Buffalo Hargreaves passenger job after he'd already cancelled it

Title: Re: Objects in Space
Post by: Asid on September 12, 2018, 11:08:54 AM
Patch Notes for v0.9.5.2 and v0.9.5.1
Objects in Space - [505 Games] Taikobo

Version 0.9.5.2 Patch Notes

Alterations:
•   Scenarios are now selected via submenus.
•   Can now drag a working component from inventory into a full slot and the components will simply be switched.
•   More in-game ads and space station art.

General:
•   Fixed various autopilot bugs which could result in ships heading to random places or fail to accelerate to full speed under certain circumstances.
•   Fixed a crash when switching back to bridge after a communication got forcibly cancelled.
•   Fixed a bug where time compression would stop working if you left a sector or docked while being hailed.
•   Fixed power storage bar on ship bridges to reflect total possible power of all batteries, not just connected ones.

Version 0.9.5.1 Patch Notes

General:
•   Fixed a crash when moving a module that had a selected slot in the engine room.
•   Fixed a graphical bug when syncing comms modules from the comms room.

Mac:
•   Fixed a periodic crash when returning to menu.

Title: Re: Objects in Space
Post by: Asid on September 19, 2018, 01:38:56 PM
Patch Notes for v0.9.5.3
Objects in Space - [505 Games] Taikobo


General:
•   Some fixes to the autopilot code.
•   Fixed bug where Escape scenarios were not being shown correctly.
•   Fixed a periodic crash when undocking.
•   Fixed bug where scenario screens were being re-populated incorrectly when going 'back'.
•   Fixed Confirm Delete button size being too big at main menu.
•   Fixed save games screen not updating after save deletion.
Title: Re: Objects in Space
Post by: Asid on October 04, 2018, 01:51:24 PM
Patch Notes for v0.9.6
Objects in Space - [505 Games] Taikobo

Version 0.9.6 Patch Notes

Alterations:
•   Added ability to skip introductory NPCs on new games.

General:
•   Changed pirates to have a finite amount of time they will hunt for or chase a target.
•   Enabled mouse cursor on the on-ship engineering terminal.
•   Re-wrote the Black Annie mission to more clearly explain time limits
•   Re-wrote conversation with the SS Tchaikovsky and had her fly back to base once the conversation is complete
•   Fixed a bug where Angela Reddy would get off your ship upset with you even after you'd completed her transport job.
•   Fixed a bug where if you requested a tow, Casey Croma would still be aboard your ship after you next jumped to a new system.
•   Removed the PDA Note for Angela Reddy's second passenger job if the timeout had been reached.
•   Added further information about the time limit for Angela Reddy's second passenger job.
•   Added an email if you pass the time out limit for Angela Reddy's second passenger job.
•   Fixed a burn-correction bug which sometimes caused pirates or authority ships to fly off into outer space rather than pursue a target correctly.
•   Fixed a bug where the main menu could crash if an invalid/corrupt save game was in the game folder.
•   Fixed a bug where RCS burning in autopilot on slow machines at high time acceleration levels could cause problems.
•   Fixed a bug which could cause crashes when authority ships scan certain kinds of vessels.
•   Fixed a bug where sometimes, after loading game, you could no longer connect any disconnected modules iny our ship.
•   Fixed a bug where ship were rotating either too fast or two slow due to a double application of the efficiency modifier to RCS modules.
•   Fixed another bug which could send ships spiralling forever when it high time compression on slow computers.
•   Fixed a bug which could cause a crash when rendering certain kinds of monitors in specific conditions.
•   Fixed a bug which caused pirates to continue on into the void while tracking targets they have lost contact with.
•   Fixed a small pathing bug for story-related ships.
•   Fixed a bug where manual burning of main drive or RCS when under autopilot wouldn't fully cancel autopilot correctly.

Title: Re: Objects in Space
Post by: Asid on October 26, 2018, 10:56:54 AM
Patch Notes for v0.9.6.1
Objects in Space - [505 Games] Taikobo

Version 0.9.6.1 Patch Notes

Alterations:
•   Increased minimum spawn distance of pirates to reduce "attacked the moment you undock from the station" incidents a little.

General:
•   Fixed a bug potentially causing periodic crashing after a non-player ship is destroyed.
•   Fixed bug where merchants were trying to keep their reactor off sometimes, slowing them down.
•   Fixed a bug where ships could sometimes fly off into the middle of nowhere.
•   Fixed a bug where finishing an intercom call with your comms module disconnected could crash the game if you then tried to hail someone.
•   Fixed a bug where trade prices were not being shown correctly under some circumstances.
•   Fixed a bug where ships with IFF on were not showing motion angle/speed lines.
•   Fixed bug where map zoom level wasn't being reset when starting a new game.

Title: Re: Objects in Space
Post by: Asid on October 26, 2018, 10:59:03 AM
What's Next
Objects in Space - [505 Games] Taikobo

Hi everyone!

Here's an update coming from Elissa and Leigh about what will happen to Objects in Space from now until the full 1.0 release. You can see the original post at this link

Hope you like it!



#Discussions_QuoteBlock_Author
Hi all,

Been a bit quiet on this end as you may have noticed. Elissa and I have been working full-time to add new features to the game and keep the updates coming. We’ve got a few big things coming in the next few months, and wanted to update you all!

The Sandbox Update (late October):

Sandbox mode will become an option which spawns you in a star system of your choosing and never ends.
This will add multiple difficulty settings (which will also be available in story mode) so you can adjust the game to make it super easy or super hard to make money, or super easy or super hard in combat, adjusting the play experience to match what it is you want from the game.
Among other things to be added here or shortly after this update will be procedurally-generated derelict ships, new module configurations (stealth/power/efficiency-optimised versions), more variety of configurations of the three ships available to buy etc.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32762555/0a82289878b0d881d5522d6341527de841e5836c.png)

The Multiplayer Alpha Update (late November / early December):

Multiplayer will open up the existing scenarios (player limit TBC but probably 4-8 players) for LAN initially and hopefully internet play later.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32762555/f883648304f57430c1f313ee399ed55d68fdf0fa.png)

Towards 1.0 (date TBC):

We’ve been adding in heaps more stories which take greater advantage of the game’s mechanics. The ones which are already in there are primarily missions involving you going from A to B because they’re the mechanically easiest ones to do, but expect more which involve ambushes, escorting ships, travelling without being seen, tail jobs, authority ship blockades and much more. The meatiest narrative stuff is yet to come!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32762555/1ee5f3ba6cbac4661662e51e99fd5c78041432ac.png)

Thanks again to all of you for playing the game, giving us so much feedback and continuing to let us know when you’re experiencing crashes and the like.

Leigh and Elissa

PS
Oh and for clarity:

Economic difficulty will affect your income for contract completion, while combat difficult affects your vs enemy sensor ranges and your vs enemy damage taken/given.

Starting finances is self-explanatory as is starting location.

But basically if you hate the trading and just wanna have combat challenges, you can do that. If you want the reverse, you can do that too. If you want to focus on the story and have the whole game be super easy, go for it? If you want no story at all and super difficult settings, that’s cool too.
Title: Re: Objects in Space
Post by: Asid on October 29, 2018, 04:02:42 PM
Patch Notes for v0.9.7 - The Sandbox Update
Objects in Space - [505 Games] Taikobo

Version 0.9.7 Patch Notes

Alterations:
•   Sandbox mode is now a thing - various options for startin a new game are now available, from starting location to difficulty options to disable tutorial or even story content.
•   Second-hand ships are now purchasable.
•   Provided more details on the selected nav map location/object.

General:
•   Fixed a bug where Authority and Military ships sometimes turned their IFF off.
•   Fixed a bug sometimes causing crashes when the player is hit by a torpedo.
•   Made text fields respond on key down rather than key up to make text input feel less laggy.
•   Fixed a bug where selection boxes wouldn't update correctly if the underlying data changed.
•   Fixed a bug where hitting 'Sync' in the comms room when you were already syncing would restart the process.
•   Fixed some issues chatting to people aboard ceres-class ships.
•   Fixed some issues with various story ships not hitting destinations correctly.
•   Fixed a bug where some story ships were not given the right look on the navmap.
•   Fixed various bugs with text rendering.

Title: Re: Objects in Space
Post by: Asid on November 15, 2018, 01:46:06 AM
Patch Notes for v0.9.7.1
6 November - [505 Games] Taikobo

Version 0.9.7.1 Patch Notes

Alterations:
•   Shifted descriptions of for-sale ships to a more natural order.
•   Shift-clicking when already in autopilot now simply adds a new waypoint to your existing waypoint set.
•   Re-balanced the amount of damage a second-hand module can contain.
•   Allowed binding of "Full Stop" command to a key.
•   Allowed filtering of module categories when in sell mode.
•   Set component purchases to keep top-left component selected to allow bulk-purchases more easily.

General:
•   Fixed a bug where some scene extras could be clicked on for a conversation, causing a crash.
•   Fixed bug where jump drive spin-up state was shown incorrectly.
•   Fixed a bug where torpedos could damage your ship while you were docked and not in freespace.
•   Sounds were not playing when changing selections for filters, etc.
•   Fixed a bug which caused AI ships following player to continue indefinitely under certain conditions.
•   Fixed a bug which sometimes caused actions in conversations to trigger more than once.
•   Fixed a bug where having a filter for modules on in buy mode would break being in 'sell' mode until you left it.
•   Fixed some bugs to optimise rendering speed of various trade terminals.
•   Fixed a bug where module types not used by playable ships (or at all any more) were still selectable as options when buying modules at a space station.
•   Removed some extraneous objects from the Ceres-class cabin.

Title: Re: Objects in Space
Post by: Asid on November 15, 2018, 01:54:04 AM
The Road to 1.0

(https://outlook.live.com/actions/ei?u=http%3A%2F%2Fi2.cmail19.com%2Fei%2Ft%2F90%2FF61%2F0AA%2F111517%2Fcsfinal%2FScreenShot2018-09-05at8.30.21pm-9900000000079e3c.png&d=2018-11-15T01%3A41%3A42.266Z)

Objects in Space has been out in Early Access now since June 21, and both Elissa and Leigh have been working full time since then on nothing but the game, addressing bugs as they've appeared, adding features to make the world richer and more vibrant, tweaking the UI to make the whole experience more user-friendly, and of course adding more stories, characters and quests for players to find and enjoy.

We're currently tracking for a v1.0 and Linux version release in early 2019 - here's a rundown of where it's been at so far:

Since Early Access launch:

- Overhaul of the engineering and power room sections of the game
- Scenarios to test your skill including Escape, Defend, Convoy Attack and more
- Sandbox mode allowing you to disable the story and play indefinitely
- Start options which let you customise how easy or difficult to make the combat or the economy, as well as changing your starting location and cash amount
- Second hand ships, modules and more available at stores
- Increased interaction with NPC ships across the board

Coming between now and 1.0:

- Player-engaged piracy
- Detecting / reporting smugglers, derelicts and pirates to authorities for cash bonuses
- Linux version
- Multiplayer scenarios (similar types to above)

And on day one for v1.0, we'll be releasing ALL of the rest of the game's stories. There's roughly 60 per cent of the total stories in the game currently in there, the ones which weren't in at Early Access launch were left out because we were still working on the mechanics for them (usually more advanced stuff involving AI and NPC ships).

So there'll be almost twice the stories when we reach v1.0.

A note on pricing: the game's special Early Access price will remain until v1.0 launches, when you can expect it to rise by a few bucks. So even if you don't end up playing it until it's done, you're still getting it at a discount if you jump in early.

(http://objectsgame.com/wp-content/uploads/Screen-Shot-2018-09-05-at-8.33.13-pm-1024x640.png)


New Episode of the Podcast in Space

(http://i0.kym-cdn.com/entries/icons/original/000/018/080/logopodcast.jpg)

A fan messaged us asking when we were going to do another podcast episode. 'Soon', we said, and here it is! Elissa and Leigh ruminate on the game since its Early Access launch and what the next steps are as we get closer to launch. Check it out.

iTunes or RSS Feed

Episodes:  here (http://objectsgame.com/podcast-in-space/)


Expect some new piracy and smuggling options in the next update...
Title: Re: Objects in Space
Post by: Asid on December 11, 2018, 01:58:12 PM
Patch Notes for v0.9.8 - Contracts&Criminals Update
11 December - [505 Games] Taikobo

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32762555/b4521f3d2a018dc3dcab9fa37300769014302120.jpg)

Version 0.9.8 Patch Notes

Alterations:
•   Contracts are now streamlined - taking a contract loads the cargo, and you now deliver the cargo from the destination station's contract terminal.
•   You can now move cargo from your tablet by dragging it from pod to pod, while docked at a station.
•   Added ability for players to engage in piracy by hailing merchants and threatening them.
•   Added ability for players to use their hack modules to find smugglers, and report them for a profit to authority ships.
•   Added ability for players to report possible pirates to authority vessels, who will investigate the area.
•   Added ability to begin with no fog obscuring any point in the map.
•   Added an estimate of time to next waypoint and to final destination on the top-left of the nav map.
•   Added 'skipintro=true' option to config files to go straight to main menu.
•   Removed 'Time Compression Cancelled' message when beginning docking procedures.
•   Re-balanced the emissions rating of all components

Arduino:
•   Added a feature where a hardware_commands.txt file showing the current accessible boolean checks, numerical gets and ship commands (along with descriptions where available) are dumped to a file when the game is executed with hardware support on.
•   Fixed the TOGGLE_ and CONNECT_ commands.

General:
•   Fixed a bug where spinning up your jump drive or having your IFF off were not responded to by authority ships escorting you back to a base.
•   Fixed a bug where torpedos were not being saved sometimes in campaign mode.
•   Fixed a bug where clicking 'hail' on certain NPC ships would cause a crash.
•   Fixed a bug which could cause a crash while moving about in some derelicts.
•   Fixed a bug which sometimes caused a crash when undocking from space stations.
•   Fixed a bug which caused text clipping errors on the cargo screen while docked with some derelicts.
•   Fixed an exploit where a ship with no pods would re-load with two new ones no matter what.
•   Fixed a bug which could sometimes cause duplicate authority or military ships to appear in a sector after loading game.
•   Fixed a bug which caused custom graphic signage to not appear correctly on windows sometimes.
•   Fixed a bug where quitting back to menu would leave cargo from previous sessions there, allowing cargo duplication.
•   Fixed a bug where mooring with a cargo pod didn't re-set your currently selected pod on the moored object.
•   Fixed some visual glitches with the cargo/pod screen.
•   Fixed a bug where loading game on a space station sometimes made the UI appear the wrong colour.
•   Fixed a bug where hack and grappling modules incorrectly showed the percent-complete when in use.
•   Fixed a bug where PDA Note about Aya Grant contract remained indefinitely if you failed to get to the contract in time
•   Fixed a bug where colour was not being used correctly in the hack result emails.
•   Fixed various rendering issues with the waypoint ETA part of the nav screen.
•   Fixed a bug where a ship's own torpedo will count as a 'threat' when determining AI behaviour and detecting whether time compression should be allowed.
•   Optimised debug print routines to speed up game on machines with lower hard drives.
•   Fixed a bug where sometimes a contract could be taken when your cargo hold could not hold all the required goods.
•   Fixed a bug which sometimes caused non-steam versions to not run on Mac.
•   Fixed a bug where the tutorial notes still appeared in sandbox mode sometimes.
•   Fixed a freeze in the conversation with Black Annie Bolan
•   Temporarily removed an extraneous conversation with Sheng Xu which was causing crashes
•   Fixed a bug where a PDA Note to hack a ship for Avelina Dembo would stay indefinitely if you failed the hack
•   Fixed a freeze in the conversation with Mary Devlin
•   Fixed a freeze in the conversation with Jackson Farlane
•   Fixed a freeze in the conversation with Liam Ong
•   Fixed a freeze in the second conversation with Sharmilla Singh
•   Fixed a crash in the conversation with Marchelline Smith
•   Fixed a freeze in the conversation with Marie Marks
•   Fixed a freeze in the conversation with Angela Reddy
•   Fixed a freeze in the second conversation with Jinghua Wong
•   Fixed a freeze in the conversation with Sylvia Garcia
•   Fixed a bug where Tuisin Brown would appear constantly at any given airlock even after you'd already completed his mission

Proxima:
•   Fixed the hitbox issues with the Proxima's airlock buttons.
•   Fixed the camera position on the comms room's computer terminal.
•   Fixed the screen in the airlock and the bug when you click on it.
•   Fixed the lack of sound bug with one fo the proxima airlock doors.
•   Fixed a camera angle bug when using the component & terminal screen on the proxima.

Title: Re: Objects in Space
Post by: Asid on December 18, 2018, 01:59:45 PM
Patch Notes for v0.9.8.2 and v0.9.8.1
Objects in Space - [505 Games] Taikobo

Version 0.9.8.2 Patch Notes

General:
•   Fixed bug where ships would sometimes hail you in EMCON mode and carry out conversations as if you hailed them.
•   Fixed a bug when attempting to moor with cargo pods using autopilot with very slow ship configurations.

Version 0.9.8.1 Patch Notes

Alterations:
•   General speed-up of in-space private comms.
•   Added ability to look at buy prices when hailing space stations.

General:
•   Fixed a bug when loading player armanents.
•   Fixed a bug where selling an old module could sometimes erroneously disconnect a replacement you had previously bought for it.
•   Fixed a bug where final waypoint ETA was not being calculated correctly on the nav map.

Title: Re: Objects in Space
Post by: Asid on December 27, 2018, 01:05:32 PM
Patch Notes for v0.9.8.3
Objects in Space - [505 Games] Taikobo

Version 0.9.8.3 Patch Notes

Alterations:
•   Commerce menu now highlights selections if they have items in them - for instance bounties, licenses, contracts...
•   Set up factions so licenses can be bought for "narrative-only" trade factions while in sandbox mode.

General:
•   Fixed a bug which caused sporadic crashes when a pirate vessel lost contact with its intended piracy targets.
•   Fixed a bug which sometimes made authority vessels not fire on a belligerant.
•   Fixed a bug where sometimes merchant or authority ships might run with their IFF off.
•   Fixed a bug where Authority vessel weapons would show as blue (player-launched).
•   Fixed a bug where the number of contracts for a given faction could be incorrectly calculated for a trading station.

Title: Re: Objects in Space
Post by: Asid on January 30, 2019, 11:00:02 AM
Patch Notes for v0.9.8.4
Objects in Space - [505 Games] Taikobo


Version 0.9.8.4 Patch Notes

Alterations:
•   Stealth meter in ships is now more granular.
•   New emails ready to be downloaded prompt an audio tone.
•   Number of unread news articles displays on the messages/new screen on the bridge.

General:
•   Fixed a bug where removing ships that had been destroyed caused a crash under certain conditions.
•   Fixed a bug where either the player or an NPC pirating from another ship could sometimes cause a crash.
•   Fixed a bug which could cause a crash when getting hit by a certain type of torpedo.
•   Fixed a bug where a pirate could steal cargo you are moored to and cause a crash.
•   Fixed numerous bugs with invalid characters causing issues displaying certain news items.
•   Fixed similar issues with several conversation trees.

Title: Re: Objects in Space
Post by: Asid on February 06, 2019, 12:43:14 AM
[Update] Mod Support, LAN Support, and Linux
05/02/19

(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/51337016_2153659994701823_4935341714333237248_o.jpg?_nc_cat=107&_nc_ht=scontent.flhr4-1.fna&oh=3535628cbeec63dd7f9f6a4f6ee68550&oe=5D012191)

Objects in Space v1.0 is coming 1st March!


Right, so, time for a big update.

January was spent completing a lot of tasks that needed to be done before the single player content of 1.0 was ready, plus the usual collection of bug fixes.

0.9.9 is coming out soon, and it's got some big stuff.

It will likely sit on the beta branch for a bit, but here's what's coming:

1) Mod Support

This is quite simple, and will need some testing, but people who have been modifying the game's raw .txt configuration files or replacing .png assets can now do so we stand-alone mods. Much like you'd expect, a mod folder will take priority when loading files.

There is no in-game scripting language so just what can be done is a bit limited for now, but new scenarios, new sectors, new stories, new modules, new components - more or less anything that's done purely with data - can be put in place.

Other features for mods will be coming soon.

2) LAN Multiplayer

This is a big one. We've been working on it for months, testing it and ensuring all the important aspects of the game data is accessible via a network protocol.

It is built for co-op, adversarial and even complicated scenarios, but we've tried not to lock ourselves out of any potential future use, so depending on its popularity and how people play it, other features may come.

It runs with a dedicated server (for now at least) which works at present on Windows and Mac, and gives you a direct connection screen (a LAN server browser is coming soon).

It's still early days, but anyone who wants to jump in early will be able to do so from the next build on with a simple configuration file command.

For the inevitable question: it could in theory work over the internet, but due to the complex nature of how the simulation syncs data, there's no latency compensation at the moment, meaning it might be a bit slow over a high-latency connection of any sort.

So for now we are calling it LAN play.

And, finally...

3) Linux

We've almost got linux binaries working. We hope to have them fully tested by 1.0, but at the very least native binaries will be in open testing soon for folk who up to this point have had to run it through WINE wrappers.

4) And finally...

So, for the rest of this month those features will be tested, and we'll be on bug fixing and polish mode.


And as a final note: development is not going to stop at 1.0.


We still have a HUGE list of features we'd love to add, including a lot of great suggestions by players we've received during early access, beyond what we've been able to implement so far.


Before then:

If anyone wants to jump in and play the new stories early or try out work-in-proress multiplayer stuff, we're going to push an update out very soon which will have the ability to toggle them on and off ahead of time by editing a text file (we'll release instructions in the build notes).

Gotta be really clear that we can expect that much new stuff at once to be invariably quite buggy, hence locking it in a text file edit - but we do want people to be able to play early, so the option will be there.

Pricing Note: ​The game will go up by a few bucks when it gets to 1.0, so if you've got it on a Wishlist and have been waiting to buy it, grab it before 1st March to get it cheaper.

Thanks to everyone who's played so far!

And now, back to more working on this next update...

(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/51437946_2153660004701822_5041510423967301632_o.jpg?_nc_cat=108&_nc_ht=scontent.flhr4-1.fna&oh=8af9d85a213a4a7b52375db12a8b0f20&oe=5CEF6178)

(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/51654916_2153660454701777_7263762035182141440_o.png?_nc_cat=101&_nc_ht=scontent.flhr4-1.fna&oh=fbfcbe55538ebf0ce2a70e01dc5ada6a&oe=5CE558BA)

(https://scontent.flhr4-2.fna.fbcdn.net/v/t1.0-9/51371493_2153660388035117_8664413095893925888_o.jpg?_nc_cat=109&_nc_ht=scontent.flhr4-2.fna&oh=51bb7a2d28e1a130c5aaf3c4b4ad8e3f&oe=5CE43C28)

(https://outlook.live.com/actions/ei?u=http%3A%2F%2Fi2.cmail19.com%2Fei%2Ft%2F52%2F67E%2F2D5%2F190539%2Fcsfinal%2FScreenShot2018-09-05at8.35.12pm-9900000000079e3c.png&d=2019-02-06T00%3A38%3A34.401Z)

(https://outlook.live.com/actions/ei?u=http%3A%2F%2Fi3.cmail19.com%2Fei%2Ft%2F52%2F67E%2F2D5%2F190539%2Fcsfinal%2FScreenShot2018-09-05at8.33.13pm-9900000000079e3c.png&d=2019-02-06T00%3A38%3A34.548Z)

(https://outlook.live.com/actions/ei?u=http%3A%2F%2Fi4.cmail19.com%2Fei%2Ft%2F52%2F67E%2F2D5%2F190539%2Fcsfinal%2FScreenShot2018-09-05at8.37.45pm-9900000000079e3c.png&d=2019-02-06T00%3A38%3A34.624Z)
Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 01:57:14 AM
Version 0.9.9 - Beta
11 FEB @ 2:48PM - [505 GAMES] TAIKOBO

Hi everyone!

The 0.9.9 version of the game went live on the beta branch a few hours ago!

The two biggest additions that are included in 0.9.9 and are coming to the game as soon as they leave beta are Mod support and LAN multiplayer scenarios.

It's a big update, so it will stay on the beta branch for some time for testing reasons.

If you can't wait to try the new features or want to help with testing, you can always jump on the beta branch and see a preview of how they'll look like: check out this topic by Elissa with further details on how to do so.

There also are two new pinned topics if you want to leave your thoughts and feedback about any of these two features specifically:

•   Mod Support
•   LAN Multiplayer Scenarios

Thank you for playing Objects in Space!

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 01:58:17 AM
Patch Notes for v0.9.9.1
25 FEB @ 9:39AM - [505 GAMES] TAIKOBO


Yesterday version 0.9.9.1 went live!

Here are the patch notes for the update (sorry for the delay):

Version 0.9.9.1 Patch Notes

Alterations:
•   Attack logic altered to open the AI attack ranges a bit more.
•   Attack logic altered to make AI attack patterns a bit more variable and intelligently chosen.
•   AI vessels react better to being fired upon when they are stalking a target.
•   Characters turn to face you when you talk to them.
•   Nerfed the Ceres MkIII a tiny bit in its stock variation.

General:
•   Fixed a bug where optimised modules were cheaper than they should have been.
•   Fixed a bug where commodities would sell for 0c at the lowest rather than 1c.
•   Fixed a bug where having multiple modules of the same sort and disconnecting/reconnecting them could cause problems in the engine room.
•   Fixed an issue where the bearing to a target would flicker when close to 0 degrees.
•   Fixed a bug where airlocks would sometimes appear invisible.
•   Fixed a bug where sometimes the top few jump buttons did not appear when you had a working jump drive.
•   Corrected the colour of cones on green and blue tone navmaps to match the main display.
•   Fixed a bug which meant ads would always be fading in when you enter a room.
•   Fixed some text rendering bugs in the module sales screen.
•   Fixed a graphical glitch in the "Sell Module" button on the module sales screen.
•   Many clipping and graphical glitches with space station rooms fixed.

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 01:58:55 AM
Objects V1.0 is OUT NOW!
1 MAR @ 10:02AM   - LEIGH


The game has finally reached 1.0!

We want to thank everyone who played Objects in Space during its time in Early Access.

When we think about the game on 21st June last year to the game on 1st March this year, there’s light years of difference, and in large part that’s thanks to people jumping in early and taking a chance on a new and strange title.

We’re at 1.0 as of today, with all major features and content in the game.

That said, we don’t plan to stop there.

While we’re sure there will be many small housekeeping and quality-of-life fixes which will come to our attention as we launch, here’s a short list of the things we know we’re going to add ourselves in the coming weeks and months:

We’re going to release our wiki – The Objects in Space internal wiki is a massive sprawling history of the Apollo cluster, a vital tool for anyone looking to mod the game
Achievements and Trading Cards – They’re already in progress. 😉
Construction guides for Arduino enthusiasts – For those wanting to build their own bridges at home
Procedurally-generated derelicts – Ships adrift in space which can be raided for spare parts and leftover cargo
Merchants in uncharted systems – Piracy is currently very hard to engage in, what with so many authority ships all over the place. This will ensure you can prey on merchants who are a little more off the beaten track
Extra multiplayer stuff - we'll expand the existing scenarios and add new ones, possibly increasing the player count
Components adrift in space – Loot which directly benefits your engineering room
Bounty Hunters - so more devious players don't get a free ride, they'll now pay for their crimes
Rebalancing effort – We want to add a much harder difficulty setting for those who want a real challenge
Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 01:59:59 AM
Patch Notes for v1.0.2 and v1.0.1
6 MAR @ 3:01PM - [505 GAMES] TAIKOBO

Between yesterday and today, two updates were pushed to the game. Here you can find the patch notes for both of them.

The latest update should also fix the pirates-not-attacking bug that has been reported by some players. Should you find it still occuring in your game, please refer to this topic by Elissa to report it and let the team know it's still happening.
Version 1.0.2 Patch Notes

Windows:

•   Fixed a bug with mods.
•   Fixed a bug with the in-game InfoPedia.

General:
•   Fixed a bug where authority and pirate ships sometimes didn't respond to a player after loading game.
•   Fixed a bug which sometimes caused a crash when the player was threatened by a pirate.
•   Fixed a bug which caused a crash when moving your mouse over a weapons module when your ship is destroyed.
•   Fixed an issue causing changes to the ad shells on space stations to sometimes crash.
•   Fixed an issue where bounties wouldn't clear when going back to main menu.
•   Rolond Consortium can now be exited
•   Rolond Consortium no longer appears until it's narratively meant to during mid-November
•   Altered the welcome email from the Developers
•   Fixed a bug where you could accept the contract from Mahuika Ngata and it wouldn't appear on the Orai Contracts terminal.

Version 1.0.1 Patch Notes

Alterations:
•   Made the tablet-in key force the tablet to move back into position if you are mid-conversation.
•   Darkened the default conversation font colour.
General:
•   Fixed a bug causing a crash sometimes when you die in a scenario.
•   Fixed a lighting bug on the Remora-class shuttle from the tutorial.
•   Fixed a bug where the power draw/generation metres were not showing correctly on Remora or Enceladus class vessels.
•   Fixed a bug causing problems rendering ads on space stations periodically.
•   Fixed a bug where the delivery bonus for contracts were not shown correctly in the Notes section of the PDA.
•   Notes app on the tablet were incorrectly listing old contract features no longer relevant.
•   Fixed a bug where the EMCON and Main Engine lights on the Christmas Tree on the Proxima were reversed.
•   Fixed a bug where having an advanced new game pane open and selecting a save game did not show the correct scenario text.
•   Removed erroneous mention to VASIMR drives.
•   Fixed a bug where an SOS beacon and tow could drag you to a non-commercial station with no repair facilities.
•   Fixed a bug where number of the seconds taken after a scenario was sometimes incorrect.
•   Removed erroneous 'Time taken' text at the end of scenarios.
Mac:
•   Fixed an NPC rotation issue on Intel-GPU based macOS machines.

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 02:04:04 AM
Patch Notes for v1.0.3
11 MAR @ 9:08AM - [505 GAMES] TAIKOBO

Version 1.0.3 Patch Notes


Alterations:
•   Hitting escape when zoomed in on a monitor now simply takes you back to the main view, and does not bring up the tablet in case you press it again.
•   Changed the repair functionality so if you repair any part of your ship's hull, any broken/damaged monitors are also fixed, instead of only when you repair the bow.
•   Moved the emergency alert messages to the top third of screens.

Arduino:
•   Added TUBE_6_SELECTED, TUBE_7_SELECTED and TUBE_8_SELECTED

Windows:
•   Fixed a problem where the game would sometimes honour extremely low valid resolutions for the game.

Mac:
•   Removed 'tab' menu option which could crash the game.
•   Permanently hide dock and menu bar when fullscreen is selected from options.

General:
•   Fixed a bug where transitory star bases were appearing in the PDA map when they shouldn't be.
•   Fixed a crash when being hit by a torpedo with an empty / destroyed module in place.
•   Fixed a bug where an intercom message while using a station BBS could freeze up your comms terminal.
•   Fixed a bug where completing a contract would sometimes result in the wrong contract being completed instead.
•   Fixed a bug where you could crash the game by clicking repeatedly at the precise point your ship is destroyed.
•   Fixed a bug causing issues when you jumped out of a system while a torpedo was flying in the sector.
•   Fixed a bug where probing the moon of Alm wouldn't complete Mirza Susic's mission.
•   Fixed a bug where Betty would remain standing on the space station where you drop her off indefinitely.
•   Fixed a bug where Betty would remain on your ship indefinitely after you complete her mission.
•   Fixed the PDA Note in Betty's story so it gets removed properly when you take her out of the Union.
•   Moved the January Hernandez and Black Annie Bolan missions to take place later in the game so it syncs up with the Rolond Consortium being opened.
•   Fixed a bug which caused a crash whenever the player tried to interact with Mariska Howarth.
•   Fixed a bug causing some story ships to not appear more than once after dying.
•   Moved the SS Platypus to be more likely to intercept the player during Hilary Tempkin's mission.
•   Altered the game logic so players can deliver Gursharan Cass even if they never encounter the Platypus.
•   Fixed bugs in the interaction with the SS Platypus.
•   Decreased the difficulty of the mission to destroy the SS Hammerhead.
•   Allowed players to buy/use as many weapons as they want during the SS Hammerhead mission.
•   Changed position / orientation / hailing range of the SS Hammerhead to increase the likelihood that it'll interact with the player.
•   Fixed a bug where Qingqi Farr would sometimes congratulate you on a job well done before you'd completed his mission.

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 02:05:11 AM
Patch Notes for v1.0.4
12 MAR @ 8:17AM - [505 GAMES] TAIKOBO


Version 1.0.4 Patch Notes

Arduino:
•   Now stripping CR characters from incoming lines so that libraries sending CRLF instead of LF should still be legible by the hardware interface.
•   Added 'hardwarecrlf' option to use CRLF as the line delimeter.

General:
•   Fixed a bug causing bounties to commit suicide in asteroid fields.
•   Fixed a contract payment bug.

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 02:06:33 AM
Patch Notes for v1.0.5
18 MAR @ 8:45AM - [505 GAMES] TAIKOBO


Version 1.0.5 Patch Notes

Alterations:
•   Allowed mapping of backspace in the configuration screen.
•   Allowed de-selecting of icons from trade terminals, power screen, engine room, etc, by clicking against on the selected tile/module.
•   Flagged that buying a new ship would sell all your existing contents and cargo more clearly.
•   World map uncovering / knowleding now stays when you buy a new ship.

Arduino:
•   Fixed a crash when calling the CAN_TAKE_SHIP and CANNOT_TAKE_SHIP functions.

Linux:
•   Fixed a library error affecting some Linux distributions.

General:
•   Fixed a bug when sending emails to the player after they purchase a new ship.
•   Fixed a bug where RCS rotation speeds were inaccurately depicted on sales screens.
•   Fixed a bug which could cause a crash when destroyed with time compression active.
•   Fixed a bug which could cause a crash when general attrition was applied to an invalid module.
•   Fixed a bug which could cause a crash in the sound system if you are destroyed while listening to music.
•   Fixed a bug where autopilot would continue when the helm, RCS or main drive systems were disabled.
•   Fixed numerous spelling errors in the text.

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 02:06:52 AM
Linux native version is now available!
20 MAR @ 2:17PM   - [505 GAMES] TAIKOBO


Hello everyone,

As some of you may have already noticed, the native Linux version of Objects in Space is now officially available for download on Steam and GOG.

Some players reported that the game was still running on Proton despite the fact that the version is supposed to be native: if this happens to you, please disable the Steam Play option in the Steam client settings and perform a clean installation of the game.

If you need help or have any question, please send an email to the devs at objects@flatearthgames.com.au

Have fun and thank you for playing Objects in Space!
Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 02:08:15 AM
Patch Notes for v1.0.6
27 MAR @ 8:40AM - [505 GAMES] TAIKOBO

Version 1.0.6 Patch Notes

Alterations:
•   Added ability to bind any commands open to serial protocol through the config file.
•   Added ability to bind keys to increase/decrease main drive power.
•   Added a warning message when docking at higher than safe speeds.

General:
•   Fixed a crash when jumping out of a sector using a jumpdrive with a torpedo inbound.
•   Stopped the ability to manually hail starbases or ships when comms are disabled - emergency or incoming only.
•   Fixed a bug where you could dock at high speeds.
•   Fixed a bug causing spawn issues in the story 'Bad News Betty'.
•   Fixed a typo when talking to Heather Price.
•   Fixed a bug where authority ships would sometimes engage each other when one was attacking a pirate.
•   Fixed a bug which allowed you to undock by typing 'burn off' on your ship's system terminal.
•   Fixed a bug where the player's name was not being displayed on the Mechanixx terminal after loading game.
•   Fixed a bug where Mona Al Ajwi would still attack you even after you paid her back.
•   Fixed a bug where ships would attack you in Maru for too long after you'd helped Casey Croma escape.
•   Fixed a bug which caused you to never be able to drop off Gursharan Cass if you'd never encountered the SS Platypus.
•   Removed a spot on the Narail Space Station where you could click on a wall near the mechanic and it'd take you back to your ship.
•   Corrected several news articles' which had duplicate names.
•   Added many additional news stories.
•   Fixed a bug where Sofia Lang would send you an email for having failed her mission prematurely.
•   Doubled the amount of time you're allowed to take to complete Scud de la Vinci's sand deal.
•   Added a conversation with Scud de la Vinci for when you've taken too long to complete his mission.
•   Moved an NPC on Port Dava Sobel which was blocking the use of the Wire terminal there.

Title: Re: Objects in Space
Post by: Asid on April 06, 2019, 02:09:51 AM
Patch Notes for v1.0.7
4 APR @ 10:36AM - [505 GAMES] TAIKOBO


Version 1.0.7 Patch Notes

Mac:
•   Put a fix in to stop the game crashing on load on certain systems.

Windows:
•   Fixed an error causing mods to not load on some versions of windows.

Linux:
•   Fixed an error causing news and infopedia articlse to not load correctly.

General:
•   Re-wrote the docking routines to stop problems docking in auto-pilot using certain configurations of engine or RCS.
•   Fixed another bug causing Betty to spawn erroneously.


Title: Re: Objects in Space
Post by: Asid on October 04, 2019, 12:16:31 PM
Update on Objects in Space
04/10/19

Leigh

"Objects in Space has been a huge project for a very small team. We've put all our hearts and souls into it for many years to get it to 1.0, implementing as many changes as we could between Early Access launch and now, both from fans and our own list of features we wanted for the game.

The community, while limited in size, has shown a deep passion and love for our creation, and we've done our best in putting out the eight updates we've released since launch. The sad side is that, as per any other project - especially from an indie perspective where there's been just the two of us working on it for most of the last year of development - we can't keep up updating the game for an unlimited time. Being such a small team has its drawbacks, and we've had to balance the passion we've had and still do have for Objects with other demands in our own lives.

So having Objects in Space in our hearts, it's really sad to say that we've had to move on, and both of us have been focusing on work aside from Flat Earth Games, at least for now.

That said, we've spoken about trying to find time to come back to it and Elissa and I would both very much like to come back at least to do one final update in the next few months to address the most pressing issues.

We want to send our deepest thanks to all the people who ever boarded a Ceres-class ship and discovered the world of Objects in Space. And we would like to send our appreciation to all of those who expressed their feedback - negative or positive - allowing us, with all the limits we had, to refine this project as much as we did.

We do very much apologise for not having written this sooner, but it's required us finding out how much time we still have for the game and of course making sure our publisher and investors are all ok with us putting out this message.

We really love you all, and hope you'll keep good memories of your time in Apollo.

Sincerely,

Elissa and Leigh"