Repeated intro
What changed
0 fixes2 additions0 changes0 removals
addedIn addition, a new, technical and detailed video has been released explaining the game's features, both current and in development. It's a great overview to see how the project is evolving and what we'll be able to play in the coming months or years. it's on the Steam page but if you prefer it's also on YouTube https://youtu.be/KQSxYwdvc40?si=zDjQhK8aFcdft2yH
added## Graphics - Complete port to Unity's High Definition Render Pipeline (HDRP) - Ultra HD textures - Atmospherics (Volumetric fog and lighting) - Custom procedural Skybox system ## Effects and environment - New engine and weapon VFX and SFX - New and improved Explosions - Asteroid Explosions - Enviromental combat and harvest effects ## Performance - DOTS implementation of path finder navigation grid - Multi Threaded implementation for bullet management - Combat performance optimizations - UI performance optimizations - Custom dynamic layout system for Unit Boards - General code and heap allocation optimizations ## Features - Visibility and Fog of war system based on "noise" and Sensor strength - Radar component refactoring with Visual and Sensor ranges - Better Patrol routes system and Waypoint interactions - Navigable Sensors mode - Interactive Minimap - Ability system and new abilities (EMP, Sacrifice, Boost) - Command Cube is now a fully operational and movable Command Center, simplified station deployment process - Dynamic Damage system and Wrecks for all modules and units - First Blueprint system implementation - Pirate Faction Stations - Armor stat implementation and armor module effects - Destructible asteroids with harvestable remains - Compound stations colission with other stations and asteroids - Completed Quick Focus navigation buttons implementations - Research system improvements and advancements - Game speed can now be adjusted ## Modules - Mine deployer module - Sensor Array module that increases the Command Center's radar range - New pipe modules ## Weapons and subsystems - Pulsar - Plasma - Mine - EMP - Gatling Gun - Sacrifice ## Units - Light Corvette - Light Frigate - Missile Frigate - Sensors Drone functionalities ## UI & Interface - Help and information tooltips - Automatic construction requirements information - Selection panel information - General UI clarity improvements - Research panel redesign ## Settings - Keybind configuration system - UI Settings (boards, transparency, sensors mode personalization) ## Gameplay - General game balancing for modules and weapons
ERA ONE changes
addedIn addition, a new, technical and detailed video has been released explaining the game's features, both current and in development. It's a great overview to see how the project is evolving and what we'll be able to play in the coming months or years. it's on the Steam page but if you prefer it's also on YouTube https://youtu.be/KQSxYwdvc40?si=zDjQhK8aFcdft2yH
added## Graphics - Complete port to Unity's High Definition Render Pipeline (HDRP) - Ultra HD textures - Atmospherics (Volumetric fog and lighting) - Custom procedural Skybox system ## Effects and environment - New engine and weapon VFX and SFX - New and improved Explosions - Asteroid Explosions - Enviromental combat and harvest effects ## Performance - DOTS implementation of path finder navigation grid - Multi Threaded implementation for bullet management - Combat performance optimizations - UI performance optimizations - Custom dynamic layout system for Unit Boards - General code and heap allocation optimizations ## Features - Visibility and Fog of war system based on "noise" and Sensor strength - Radar component refactoring with Visual and Sensor ranges - Better Patrol routes system and Waypoint interactions - Navigable Sensors mode - Interactive Minimap - Ability system and new abilities (EMP, Sacrifice, Boost) - Command Cube is now a fully operational and movable Command Center, simplified station deployment process - Dynamic Damage system and Wrecks for all modules and units - First Blueprint system implementation - Pirate Faction Stations - Armor stat implementation and armor module effects - Destructible asteroids with harvestable remains - Compound stations colission with other stations and asteroids - Completed Quick Focus navigation buttons implementations - Research system improvements and advancements - Game speed can now be adjusted ## Modules - Mine deployer module - Sensor Array module that increases the Command Center's radar range - New pipe modules ## Weapons and subsystems - Pulsar - Plasma - Mine - EMP - Gatling Gun - Sacrifice ## Units - Light Corvette - Light Frigate - Missile Frigate - Sensors Drone functionalities ## UI & Interface - Help and information tooltips - Automatic construction requirements information - Selection panel information - General UI clarity improvements - Research panel redesign ## Settings - Keybind configuration system - UI Settings (boards, transparency, sensors mode personalization) ## Gameplay - General game balancing for modules and weapons
Build 4 of Era One has been completed today. Backers of the Kickstarter campaign who opted in are playing it.
In addition, a new, technical and detailed video has been released explaining the game's features, both current and in development. It's a great overview to see how the project is evolving and what we'll be able to play in the coming months or years. it's on the Steam page but if you prefer it's also on YouTube https://youtu.be/KQSxYwdvc40?si=zDjQhK8aFcdft2yH
Thank you for your attention and support. Beghins
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# Dev Build 0.4.8 Release Notes
## Graphics - Complete port to Unity's High Definition Render Pipeline (HDRP) - Ultra HD textures - Atmospherics (Volumetric fog and lighting) - Custom procedural Skybox system ## Effects and environment - New engine and weapon VFX and SFX - New and improved Explosions - Asteroid Explosions - Enviromental combat and harvest effects ## Performance - DOTS implementation of path finder navigation grid - Multi Threaded implementation for bullet management - Combat performance optimizations - UI performance optimizations - Custom dynamic layout system for Unit Boards - General code and heap allocation optimizations ## Features - Visibility and Fog of war system based on "noise" and Sensor strength - Radar component refactoring with Visual and Sensor ranges - Better Patrol routes system and Waypoint interactions - Navigable Sensors mode - Interactive Minimap - Ability system and new abilities (EMP, Sacrifice, Boost) - Command Cube is now a fully operational and movable Command Center, simplified station deployment process - Dynamic Damage system and Wrecks for all modules and units - First Blueprint system implementation - Pirate Faction Stations - Armor stat implementation and armor module effects - Destructible asteroids with harvestable remains - Compound stations colission with other stations and asteroids - Completed Quick Focus navigation buttons implementations - Research system improvements and advancements - Game speed can now be adjusted ## Modules - Mine deployer module - Sensor Array module that increases the Command Center's radar range - New pipe modules ## Weapons and subsystems - Pulsar - Plasma - Mine - EMP - Gatling Gun - Sacrifice ## Units - Light Corvette - Light Frigate - Missile Frigate - Sensors Drone functionalities ## UI & Interface - Help and information tooltips - Automatic construction requirements information - Selection panel information - General UI clarity improvements - Research panel redesign ## Settings - Keybind configuration system - UI Settings (boards, transparency, sensors mode personalization) ## Gameplay - General game balancing for modules and weapons