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Dragst

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  1. Hola, We've disabling the public bug tracker for now, as it's not getting enough attention for the combination of following reasons: All the reports currently pretty much happen in steam forums Volume of bug reports is low To be perfectly honest we're currently winging it as we go We're not exposing our internal task and bug list If the situation with bug reporting turns out to get more heat in the future we're reopening it, naturally. There's also going to be changes to how we report new versions, as there's a lot of repetition and duplication now. Steam news will be linked from here as they contain the patch notes, and the dev log side here will hold some (hopefully) cohesive thoughts about the patch for those who are interested.
  2. Dragst

    V0.3.1d

    Hey, Welcome to the new style of developer log where we actually write a word or two about the actual version. Finally this is what the forum category says, heh. So... Oh boy, we're bumping into some problems with backwards compatibility as we do improvements and internal changes, sometimes due new content we're working on or just generic improvements and changes. We're literally just two guys so even as a full time developers we got our limits, sadly. I'm optimistic the next patch will be an actual content update with a new level! Patch notes in Steam
  3. Dragst

    V0.3.1c

    Hey, More hotfixes! ----- FIXED Research lab external dependencies were working without dependent lab producing anything FIXED Research labs were forgetting selected recipe upon saving the game FIXED Under rare conditions save games could not be loaded (not corrupted, now they can be loaded) UPDATED Some Bios Beach level dialogue was outdated and was removed ----- Thanks for your support!
  4. Dragst

    V0.3.1b

    Hey, Hofixes! Includes two versions due a slight mistake. ----- NEW Auto open slots of special buildings (configurable) UPDATED Tweaked resource specific priorities so that Bytes and Triangles don't take too much preference over Bits UPDATED High priority toggle now works on decomission as well UPDATED Some performance optimizations for building placement mode FIXED Level 01 Domicile tutorial was broken NEW Multi-threaded path-finding to improve efficiency UPDATED Visible leash when fetching Data Modules FIXED Minor UI issues FIXED Distance cutoff when choosing workplaces prevented Hexters from completing certain tasks ----- Thanks for your support!
  5. Dragst

    V0.3.1

    Hola, The most asked feature is finally here, building priorization! We got some optimization and improvisations going in as well, helping performance on the bit older rigs. ----- NEW Building blueprints can now be halted and prioritized NEW Max limit set in Beacon for Logistics zone now acts as a hard limit for production UPDATED Added Restart level confirmation dialog UPDATED Improved logistics zone route UI to make assigning cargo drones easier UPDATED Various optimizations FIXED Level geometry did not properly continue at the borders FIXED Boosted priority of stockpile in Bitmobile when unloading FIXED Loading savegames while already in-game did not work properly FIXED There was hauling jitter between Storage and Refinery under certain conditions FIXED There was noticeable frame-rate stuttering when research building overlay was open FIXED Game speed display was not always in sync with the actual speed ----- Thanks for your support!
  6. Dragst

    V0.3.0

    Hey, After a slight hiatus in a form of life in general here is finally the next bigger update with new features and a new level. Hope you enjoy it. Remember to leave a suggestion on silly name of the next major version ? ----- NEW Level Caves of CMOS NEW Level Caves of CMOS music added to soundtrack NEW Feature: Outpost quest mode NEW Feature: Wireless Illumination Service Providers (WISP) NEW Cyberscapeologist functionality: arc whip for fighting back NEW Cyberscapeologist functionality: light Torches NEW Cyberscapeologist functionality: retrieve Relics NEW Cyberscapeologist functionality: enter FoW NEW Light source: Torch NEW Technology: Retrology NEW Technology: Digital physics NEW Technology: Illumination NEW Building: Museum NEW Building: Lamp NEW Ditty system when Hexter acquires a special role NEW Trooper ditties NEW Technology recipe: REP NEW Technology recipe: REM NEW Status icons and states for research buildings NEW UI marker for newly acquired buildings NEW Load game screen now has markings for incompatible save games NEW Improved robustness of failing to load or save game UPDATED Some aural and sequencing improvements to research lightning UPDATED Path finding improvements and optimizations UPDATED Added missing stop button to certain buildings UPDATED Generic optimizations and improvements UPDATED Save games now have proper level names instead of level ID FIXED Depot tooltip did not list missing garage FIXED Some building did not release resources when destroyed ----- Thanks for your support!
  7. Dragst

    V0.2.1

    Hello, Back in business, here's few nice additions while waiting for bigger features. ------ NEW Engineer auto repair NEW Engineer repairs now with 1.5x modifier NEW Drone charge visuals NEW Drones can rechange from beacons ------ Thanks for your support!
  8. Dragst

    V0.2.0

    Hey everyone, Here's the first big content update amongst a lot of other fixes, changes and improvements. Apologies for the delay in release. We hope you enjoy the next level in the adventure! We're now in the new major, uh, minor version 0.2 called ants in the pants. If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used ----- NEW Level Data Desert NEW Research System with technology tree NEW Level Data Desert music added to soundtrack NEW Introducing a new science related character NEW Building: Laser Tower NEW Building: Solar Collector + panels NEW Building: ICE Module NEW Location markers that must be explored with drone even if not in FoW NEW Extractor now has limited work radius with visuals NEW Other types of data modules introduced, blueprints and map data NEW Sunlight damage to Scourge now raycasts, so no damage in shadows (uh oh) NEW Ingame pause menu now shows elapsed level time NEW Stockpile limits per resource can now be configured manually to prevent production deadlocks NEW Release notes splash screen with some fancy info (you're looking at it) NEW Level Mountains of Memory Beacon building objective now shows visual range UPDATED Cycle spreading logic change, Hub now allows cycles to pass-through UPDATED Improved wire connection detection related to blocking buildings UPDATED Tweaked Survey Station and Heuristics Module add-on distances UPDATED HUD now shows "RMB to move" tooltip constantly when waypointable entity is selected UPDATED Building decomission tooltip now lists resource yield UPDATED Waypoint line now turns red if no path is found UPDATED Survey Drone shows no path status icon if path-find failed UPDATED Path-finding related improvements UPDATED Hub now only stores bits UPDATED Barrier Controls has a new mesh UPDATED Adjusted LR Node description to point out the longer range only works between 2 LR Nodes UPDATED New warning log icon UPDATED All buildings with visible inventory should now also show the limits (Refinery, Hub etc) UPDATED Domicile now shows resident count in an infotile UPDATED Survey Station now decomissionable, and only buildable near Hub FIXED Bit pillar is now destroyed after being harvested completely FIXED Quarry stockpile now has status marker when full FIXED Garage distance problems FIXED Level Mountains of Memory had bizarre visual garble in one dialogue FIXED Geothermal Generator particles are no more when visible in FoW or when derelict FIXED Level Mountains of Memory had some missing Finnish language strings FIXED Cycles are not visible in FoW anymore FIXED Breach and Investigate button now properly takes in account if Hexter has the required skill FIXED Buildings in FoW won't affect Hive aggro and won't be targetted by Scourge FIXED Clicking a log item with multiple entries now properly cycles through them FIXED Entity tooltip should no longer get stuck on the screen FIXED Survey Drone and Squad HUD buttons sometimes were not in sync to what happened in game FIXED Survey Drone reveal pulse now follows the drone instead of spawned position FIXED Extractor and Refineries had no visible HP info tile FIXED Hexters will not try to haul inaccessible resources anymore FIXED Rare Extractor deadlock FIXED Blueprint stockpile not correctly getting updated when enqueued or cancelled FIXED Dropped attachments (hats, armour) not selectable by player anymore FIXED World map tutorial arrow was going wonky when target behind camera FIXED Defense towers reload infotile had missing translation FIXED Survey Drone is now automatically set to "recall" when spawned FIXED Optional text in objectives now properly localized ----- Thanks for your support!
  9. Dragst

    V0.1.2

    Hola! We're working hard on the next level (that would be more content!) but it's sadly not quite good enough just yet. Here's a patch which actually has quite a lot of more fixes and changes than what the change log shows. We also put effort to improve the node connections and manually reconnecting them. ------ FIXED General performance (CPU) optimizations FIXED Few AI Path-finding issues related to Barrier and Firewall FIXED Cycle sending algorithm had hard limits that prevented sending cycles in certain conditions FIXED Out-of-charge behavior of Survey Drone was confusing, the lights now flicker to inform when the drone has run out of charge FIXED Hive did not have a proper icon FIXED Never ending night when loading a savegame made during the night FIXED Several minor bugs FIXED Level Defrag Desolation barrier had pathfinding issues NEW Reload info tile added to towers NEW Added Uplink building to enable Stratmap NEW Node connection preview now highlights the selected connection(s) instead of just showing all potential connections NEW Readability of Node reconnection panel has been improved, and it also now displays how many connections each node already has NEW Made bit pillars selectable and show resources left ------ Thanks for your support, and please wait for just a moment more for the next level!
  10. Dragst

    V0.1.1a

    Hello, Lots of small fixes, changes and improvements! ------ FIXED: Small dialogue and translation changes and improvements, a lot of typos fixed FIXED: Added some additional info to Cyberscapeologist objective in level Defrag Desolation FIXED: Added missing tooltip descriptions for Barrier Controls and Exit Conduit FIXED: Some changes and intensity increase to Survey Drone lights FIXED: Glitching lights on characters hopefully fixed FIXED: Level Defrag Desolation had anomalies which yielded Quads, oops FIXED: Hud hide shortcut Shift-H was not working due brainfart FIXED: Broken SSAO effect was updated FIXED: Select buildings in the FoW FIXED: Beacon could have 3 Storages attached FIXED: Logistics jitter bug related to Storage and Stockpile FIXED: Level Mountains of Memory had enemies that should not appear yet in the game FIXED: Barrier in level Defrag Desolation was not being save properly into a savegame FIXED: Missing cataclysm meteor explosion sound FIXED: Pressing f9 for quickload without a quicksave caused a crash, argh UPDATED: Beacon discharge rate was reduced by 50% UPDATED: Exit Conduit discharge rate was set to zero UPDATED: Hexter nearest domicile distance reduced to avoid them leaving too far UPDATED: Made Hexters faster to accept tasks afar UPDATED: Better logistics route generation to avoid complete mess when with multiple Beacons NEW: Bunker and Domicile passive healing NEW: Added healing to Bunker and Domicile tooltips NEW: Added world illuminating probe charging to Hub tooltip NEW: Improved exit conduit visuals and added charge gauge info tile NEW: New event log icons which should fit the overall visual theme better NEW: New Hexter death log message NEW: Added F1 ingame help menu mention as a hint to main menu NEW: New building upgrade log message ------ Thanks for your support!
  11. Dragst

    V0.1.1

    First update of 2018! V0.1.1 Hello, Here's a nice batch of fixes and improvements to get the year started in cyberscape! ------ FIXED: Garage blueprint UV coordinates fixed FIXED: Some typos fixed in Finnish FIXED: Improved and tweaked context menu readability a bit FIXED: Translated missing cargo drone build button label FIXED: Entity info panel was not hidden when build menu was opened FIXED: It was possible to click tutorial placement helpers and see info about marker buildings FIXED: Survey Drone could move through Firewall in Level Mountains of Memory FIXED: Different Entity info buttons were not ordered in any particular way, they should be more consistent now FIXED: Heuristics Module upgrade could be upgraded before Heuristics Module was fully constructed FIXED: While building Survey Station and Heuristics Module at the same time, cancelling Survey Station did not cancel Heuristics Module FIXED: Changed Cargo Drone and Bitmobile build cost FIXED: Lot of tweaking to level Mountains of Memory enemies and hives FIXED: Removed H.U.M.P.E.R. enemies from level Mountains of Memory spawning NEW: GFX Effects options added in Options menu to help running the game on lower end devices NEW: Depot construction projects (Bitmobile and Cargo Drone) can now be cancelled with right-click NEW: Bunker worker slots now automatically get closed when Trooper dies to prevent the meat grinder problem NEW: Stratmap contents and building icons now appear at different zoom levels NEW: Added info about zooming in F1 ingame help menu NEW: Exposed Hive pressure to player and is now visible as bar (when <100%, similar to hitpoints) NEW: Added out of charge status icon to Cargo Drone NEW: Added level Mountains of Memory tutorial to assign Cargo Drones ------ Thanks for your support!
  12. Dragst

    New forum and related discussion

    Following up my own post: I've been tweaking and improving the skin and I'm seeing less and less visual problems. As you've probably noticed Hexters section of the forum has it's own theme, which has no other function except that's how I roll still, if you got something really funky or bad colours or something on your monitor, I'd appreciate if you can post it here so I can fix / improve it.
  13. Wowza, what a good analysis! All titles you mentioned are found in my steam library ;-) I can't address every point you make, but I mostly agree with everything you wrote. One of the main design points of Hexters was indeed the minimalistic approach also to UI, because I don't personally find button-polluted UI exactly fun (which is ironic thing to say considering I got no problems playing bizarro-UI games like Dwarf Fortress, heh). I believe you can have a really good amount of depth - like in FTL as you mentioned above - without having to reflect complexity in UI. We haven't decided exactly what's the "goal" of the skirmish mode, perhaps in optimal scenario that could be also customizable? Anyway, this kind of stuff is really valuable for us since it gives us more insight for the moment we actually have to make decisions!
  14. Dragst

    Cargo Drone

    Not really a bug, we're just missing this currently in the tutorial; when you enter strategic map logistics view there is the assignment button between the sectors as indicated.
  15. Thanks for the log! Good to know it's linux version as well :-)
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