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RE: Pulsar: lost colony
Posted: Wed Aug 27, 2014 3:28 pm
by Pinback
New update from Leafy. Hey everyone! We have a new update for you all today! We wanted to get this one out a few days ago but decided to spend some extra time internally testing it. We have a number of new systems in the game and we’ve modified and improved some of the existing ones.This is the start of the class-specific update for the Weapons Specialist. It focuses on improving and adding to the turret system, as well as bringing back an old friend from the devlogs: nuclear devices!Here is the newest devlog if you are interested: Changes/Additions-Changed the way turrets and projectiles are networked for a better experience-E-bomb networking improvements-Graveyards should spawn closer and in a random direction-Turret system has had some work done, The captain can now buy, sell and install turrets, two new turrets have been added to the game-Added Laser Turret: Fires a 3 second beam that continually deals damage. Especially effective against Hulls. The CU Intrepid starts with a laser turret.-Added Spreadshot Turret: Fires 3 charges each releasing 10 projectiles, very effective at close ranges. The WD Cruiser starts with a spreadshot.-Input binding files now have versioning, we’ve made some changes to the file format. Ship system repair and the fire extinguisher key can be re-bound now (sorry for the long wait on that one). A system is now in place to warn users of old versions.-Nuclear devices have been added a new ship component type. You can buy, sell and equip nuclear devices. The Nuclear Device screen handles the launch process.-Drone AI and weapon targeting improvements-Unity core has been upgraded to version 4.5.3f3 -Mines have been added to graveyards, they don’t move and explode when the ship gets near-Pieces of scrap can be collected from graveyards. Scraps can be found scattered around graveyards. They have a bluish tint to them, and you can collect them by flying your ship close to them. After collecting them, they will appear in your cargo and you can sell them at a store. -Reactors temperature scale has been tweaked, it should take a bit longer to overheat now.-Ship default components have been tweaked (drones and player ships) -General shops can now sell thrusters -Added icons for ship components-Starmap has new icons to illustrate repair depots/ general stores, exotic shops, and Sector Commanders-Added a simple tool-tip system for turrets, we’ll eventually expand this to every other interactable system. -Added our first Sector Commander / Boss. The enemy has a number of deadly weapons and abilities. Use caution when warping to its sector. The Sector Commander icon resembles this: (!)Fixes -Fixed bug that could cause names above crew members to not appear-Fixed bug that could cause fog to not appear correctly when using turrets-Fixed bug that caused performance issues with ship fires-Fixed bug in trading menu that caused sell pricing errors-Fixed bug that could cause networking errors after visiting an exotic shop -Various network stability changes-Fixed bug that could cause sync problems with ship componentsNOTE: For Mac users: If the game starts up with a black screen and doesn't change. Try pressing Apple + F to turn it into windowed mode. We’ll fix this problem in the next patch! Thanks for your time, we hope you enjoy this update! We are excited to see what you guys think of our first Sector Commander! Best,
RE: Pulsar: lost colony
Posted: Sun Oct 12, 2014 3:08 am
by Pinback
Update to Pulsar also looks like it will make playing the game in SP harder as the have yet to introduce any player bots. Hello everyone!We have some big changes for you! We’ve been hard at work on Part 2 of the Weapons Specialist. We wanted to tackle the mechanics of combat inside of ships. In order to do this we had to have a lot of systems in place: things like ship-to-ship teleportation, AI and pathing, a gun system and a way for individual players to die and respawn! We still have a lot of work to do on each of these systems, but it’s great to get down this framework to build upon. We are super excited to finally release it! Devlog 35:
Additions: -Item System: Pressing the 1-4 number keys will allow you to switch between the three items and your hands! There is a new bottom right menu that displays your items and which one you currently have equipped.-Phase Pistol: Simple pistol that shoots a blast of plasma. Accuracy is reduced when moving, the rest is pretty self-explanatory.-Repair Tool: Equip this item and shoot it at ship systems to repair them!-Fire Extinguisher: Equip this item and shoot it at fires to extinguish them!-New Screen: Teleporter: A fairly simple screen, lists all of the operational teleporter pads discovered via the ship sensors. Simply click the “Select†button to teleport.-New Enemy Ship: The W.D Transport Ship is commonly found moving humanoid drones and other pieces of technology through the galaxy. During combat situations, the Automated Transport ship can send units to board invading ships! Players can teleport aboard this vessel, be warned there is no oxygen!-Added Health system.-Added new character animations and sound effects.-Added Death and Atrium Mechanics: Only one crew member can be re-materialized at a time, when many people die and queue is formed. Players can be killed by enemy fire, or by suffocation. Standing near or in the Atrium while injured can heal you slowly.-Added new image effects for player feedback:* Red: Damage from an enemy* Desaturated: Suffocation* Green: Being healed by the Atrium-New character controller and “gravity†system-New ship rendering system trick: This is a big one for us, lighting and interior shadows should be much crisper, Interior “Shaking effect†that occurs when traveling long distances should no longer occur, and performance increases across the board!-Added decal system for the Phase Pistol (still very early)-Added mechanic to damage ship systems internally. Humanoid drones might try to damage the systems while aboard your ship.-Added Humanoid Drone: A mechanical figure designed for labor and combat.-Added AI and pathing: This is our first step into interior AI, it’s still a basic framework and will be improved throughout the entire development process of Pulsar. Changes: -Modified character speed-Adjusted the drag on the ships, they should move around generally faster now-Various art tweaks and adjustments to both the Intrepid and Cruiser interiors-Adjusted some sound effects for the interiors-Modified how character names appear, also added characters’ health information-Improved character networking-Players can now see others look up and down Fixes: -Mac fullscreen should now work properly-Linux shading errors should not occur anymore-Players SHOULD no longer fall through the ship

-As mentioned above, flickering lighting and shadows as well as shaking meshes should no longer happen.-Camera no longer stutters when rotating ship-Probably a few other small changes we forgot to add to the list!Thank you all for your patience and feedback! Hope all is well!Best,The Leafy Games Team Looking forward to when they start to put the planets into the game.
RE: Pulsar: lost colony
Posted: Sat Nov 01, 2014 6:35 am
by Pinback
New update through Steam ect. Hello adventurers! The Engineer update has arrived! We’ve added a few new screens and systems! The engineering rooms looks pretty different in this version, we can’t wait to see what you all think of the new stuff! Additions-New Screen: Auxiliary Reactor Screen: Can be found on the bridge and in the engine room. This screen’s function is to manage the auxiliary systems of each ship. By turning off various systems the aux energy will be re-routed to boost the reactor’s total output! This is useful for managing temperature as well as simply giving the ship more power to send to the 4 conduits!-Improved Reactor Screen: Players can now modify the total usage of the reactor, which can be a crucial component for power management. Networking improvements have been made which should decrease the shakiness of modifying this screen. We’ve also added critical heat warnings and a meltdown timer! The reactor screen also updates properly when not in use.-Fuel Capsules: Fuel is consumed upon warp and is required for the warp drive to function.-Manual Program Charging: There is a station in the engine room of the Intrepid and Cruiser to manually expend a loaded fuel capsule to charge the programs as if the ship has warped.-Distress Signals: You can activate a variety of distress signals that can attract ships to warp into your sector. This is useful if you run out of fuel and are stranded. They may introduce enemy drones or a civilian vessel.-New Screen: Reactor Coolant Screen: The reactor coolant screen is used to cool the reactor (while maintaining performance) in extreme situations. Coolant can be refilled at trading stations (for credits). This screen is also where you’ll see fuel capsules and broadcast distress signals.-Reactor Core Meltdown: The reactor core safety system can be disabled in the engine room. This prevents the automatic safety power shut-off from occurring, buying you more time to keep the ship running, but can cause the core to meltdown. You must eject the core and get as far away as possible. Ejecting the core will destroy the reactor in the process. Your engineer will need to route auxiliary power to run the 4 conduits. Remember to do this when you eject the core, or else your ship won’t be able to escape the blast!-Civilian Vessel: This little ship has a chance to appear when a distress signal is broadcasted. They don’t do much yet, but are willing to sell you fuel for exorbitant prices! Fixes- Fixed a regression with the piloting fixed camera mode, it should support mouse look properly now, have less stuttering and be smoother overall-Fixed a bug that caused drones to not be correctly destroyed on linux hosts-Fixed bug that incorrectly used the screen frame limit as the game frame limit-Fixed some bugs related to how server time differences are calculated on clients-Fixed bug related to lighting of the ejected core Changes-The E-Bomb has been removed from the Main Turret, we will replacing it in a future update with a new system!-Upgraded to Unity core 4.5.5f1 - This should fix some Linux mouse issues.-Tweaked art assets for both Intrepid and Cruiser Known Issues-We experienced some mouse problems in our Mac testing released to locking and unlocking the cursor. We will be looking into it. Extra NotesWe got our hands on the Unity 5 beta and will be looking into moving the project over to that build! Hopefully all goes well on that front! That's it for now, thank you for your time!Please let us know what you think! Best,The Leafy Games Team
RE: Pulsar: lost colony
Posted: Sun Dec 07, 2014 6:30 am
by Pinback
All change with 570 MB update from leafy. made some pretty big changes to the game since the last update. We’ve upgraded the engine core to Unity 5, and also overhauled our entire audio system to Wwise. This should allow us to have more control over sound effects in the future. As expected, both of these large changes broke the game in many fascinating ways! It’s taken more time than we expected to get things back on track and getting the game to be playable again. Because of the extra time-sink of getting things working again, we weren’t able to fully finish the UI overhaul. We decided to wrap up what we have currently and send it your way. The next update should fix any major bugs and errors and finish up the UI as well!We’ve played a lot with some new flight AI. Drones should now generally be able to avoid crashing into things while flying. If a drone switches to Red Alert, there is a chance other drones will switch to Yellow Alert and investigate. AI will flee when greatly damaged and come back to fight when shields are fully recharged.We listened to some of the feedback on the forums and decided to really cut some of the fat from the main GUI. The result is a super simple UI system that throws a lot of the extra details towards the Status Screen. We think this will help create discussion between the crew members, and it also works a lot nicer on smaller resolutions!We’ve added the start of the TAB menu. Pressing tab will open the menu and from here players will be able to see the conditions of the crew, view game stats and alert level, communicate / trade with other stations and vessels and much more in time! Keep in mind if you want to buy/sell, install ship components or repair the hull, you’ll need to do it through the Comms sections in this tab menu! The trading windows still need a ton of work!We’ve created the very first version of PULSAR’s Ship Owners Manual! Here is the link to download / view the guide: https://s3-us-west-2.amazonaws.com/puls[/url] ... Manual.pdfIt should prove to be a very useful piece of documentation, especially for those who have missed any of the devlogs or are just starting out!Additions-Alert Levels have been added-Status screen has been heavily worked on, improved-New Engine core-New audio system-All-new sound effects-Inertial settings for Pilot-Quantum Shield - Prevents enemies from boarding while onlineChanges-Engineering system damage now reduces thruster power usage-Thruster visuals and lighting now correspond to ship thruster output instead of throttle-It is now possible lose detection of enemy ships during battle and for enemies to do the same-Reactors now output more energy with higher component level-Drones can now start with slightly upgraded components-Sensors now will scale down detection level (and power usage) when the computer system has been damaged-Sensor power usage has been tweaked-EM Sensor max power usage increases per component level-Changes to drone pilot AI (collision avoidance)-Changes to drone power allocation AI-Art tweaks to Cruiser and Intrepid-New materials-Unity 5 changes including more multi-threaded processing, which should potentially increase performance across the boardFixes-Fixed bug with warp program recharging sometimes not working-Fixed bug in sensor screen that caused wrong power allocation levels to be displayed for target ships-Fixed bug that caused the ship to sometimes overheat when a player joins the game-Fixed bug related to the repair tool not correctly applying over the networkThat's it for now!Thank you for your time, hope all is well!Best,The Leafy Games Team At last a manual :good: and from the quick look I had at this morning, they right about it being faster in fact too fast when moving about the ship.
RE: Pulsar: lost colony
Posted: Tue Dec 16, 2014 2:22 pm
by Pinback
Steam has updated Pulsar but I can't see what it was for although at a guess probably some hot fixes for the big update.
RE: Pulsar: lost colony
Posted: Thu Jan 01, 2015 6:09 am
by Pinback
Big update for Pulsar. Now on to Version 0.45! This update brings several new features to PULSAR! This is also the end of Alpha Phase 2! From here on out we will be focusing on finalizing most of the class mechanics, adding other systems and moving into content integration!Crew Bot Support / AI PrioritiesWe have added AI bots that can take on roles of your crew! This first version supports the Scientist, Weapons Specialist and Engineer roles. The Captain can also specify AI priorities via the tab menu (Overview tab). The AI Priorities system is a customizable tool that allows the Captain to tweak part of the decision making process of each individual bot under their control. It’s an early system and we have a lot of plans to expand it moving forward, but we are excited to finally get this early version in the game!NEW SHIP: The StargazerThis is the first ship for the Alliance of Gentlemen that is playable. It is a luxury yacht that has been retrofitted to be a stealth combat vessel for the AOG. We have added some new viruses that are related to the Alliance and added unique uniforms for each faction!Crew Leveling / TalentsCrews can now level up once gaining XP (from visiting new sectors or killing enemy ships). Once leveled a crew can assign talent points to various categories to tweak various player, crew or ship stats.(Class-specific talents for the Weapons Specialist, Engineer and Scientist, as well as more for the Captain and Pilot are on the way!)Captain Orders / TargetingThe Captain can now issue one of 10 crew-wide orders that will appear to all players and bots. It’s a simple system designed to quickly communicate basic ideas and strategies. The AI is early but can respond to a few of these orders.The Captain can now target specific ships from the Overview tab (under where they select the Alert Level). AI and Automated turrets will generally focus on the targeted vessel!Additions -NEW SHIP: Stargazer Yacht-NEW VIRUS: Gentleman’s Welcome-NEW VIRUS: Siphon-Crew AI controlled bots are now available for the Scientist, Engineer and Weapons Specialist roles-Captain can assign crew orders. They will appear at the top of the screen for everyone in the crew. They should be helpful to guide and lead your crew to victory!-Captain can assign a target ship (auto-aim turrets and bots should target the selected ship)-New Warp Drive: G.T.C. Silent Cricket-New Starting locations for WD and Alliance of Gentlemen factions-Teleport Screen now illustrates when a vessel is blocked by Quantum ShieldsChanges-Updates to uniforms-Warpdrive tooltips now show peak EM Signature-Tweaks to some component stats-Tweaks to how programs are charged by the warp drive, Charging slots no longer exist, all programs will now charge from left to right starting with the first uncharged program/virus. The order in which you align them determines the order in which they are charged. Most ships now charge 3 slots per fuel capsule, however there is a warp-drive out there that gives 4!-Viruses now have infection times-Ship exteriors should properly cast shadows while camera is inside a ship-Sensor screen no longer displays the sweep completed window-EM sensor sweeps now boosts ship EM detection by 20x and EM signature by 2x for 5 seconds after completed instead of old behavior-Virus screen now shows incoming virus attempts of ships that you can detect-Some screens are locked to a tilt to prevent rendering errors-Dragging a program over another program using the scientist computer screen will now swap their positions-The Warp Drive Screen can now be found in the engineering stations of each ship!-Updated to Unity 5.0 Beta 18Fixes-Fixed bug that caused incorrect player names to show above turrets in the exterior hud.-Fixed bug that caused some alarm lights to not correctly disable shadows to match video settings-Fixed bug that caused alarm lights to improperly light some objects (shields, ship exteriors)-Fixed bug that caused viruses to be broadcast to ships that could not be detected by the sending ship-Fixed bug that caused the ship’s EM signature to not properly update based on reactor usage percent-Fixed bug in ship directional thrusters that caused some alignment issues-Fixed bug related to repair gun and fire extinguisher networkingAs well as various other small changes and tweaks!(Patch notes for version 0.45e2) We didn't think this one was big enough to warrant its own KS update so we grouped it into this one!Additions -Added some small seasonal details to both ships for the upcoming holidays!-Turret tooltips now support showing the current operatorChanges-Changes to how shadows are handled. Should be able to see exterior shadows when inside a ship. Also updated to the new PCF 5x5 shadow filtering mode. ( We are really excited about this one!)-Changes to how ship maneuvering thrusters visuals appear. Should better match input for both automatic and manual flight modes. Supports visuals for translation and torque. Still a work in progress.-Video settings menu will no longer reset postprocess antialiasing setting when changing to some quality levels.-Sound effect updates-Players no longer need to respawn at the atrium after a “Galaxy Resetâ€.-Adjusted reactor glass, reduced the amount of specular highlightsFixes -Fixed bug that caused ship thrusters to fire while typing in piloting mode-Fixed bug related to the nuclear launch process that allowed the player to sell a nuke and then fire it. Nuclear device should now be properly unloaded from the system if stored in cargo.-Fixed bug related to turret controllers and ship controllers not being properly cleared when a player disconnected and reconnected to the game.-Fixed bug that caused the Behave debugger to run in release builds-Fixed some physics problems with the corrupted drone and large asteroids-Fixed another physics bug that caused projectiles not to collide with many non-ship objects -Fixed bug that allowed turret hud to persist through to the main menu-Fixed camera issue when using a turret-Fixed directional light issue when viewing the exterior of a ship -Adjusted life-support and lounge meshes on the Intrepid, they should no longer have graphical glitches on certain mac computers.-Fixed issue that would allow players to fall out of the Cruiser’s bridge.-Fixed intersecting screen in the Cruiser’s engineering room.Thank you all for your help and support, hope all is well!Best,The Leafy Games Team Surprisingly only about 38 meg in size and crew bots :good:
RE: Pulsar: lost colony
Posted: Mon Jan 12, 2015 1:57 pm
by Pinback
New dev video out a few days ago. Seem like some interesting stuff going on.
RE: Pulsar: lost colony
Posted: Sat Jan 17, 2015 7:08 am
by Pinback
Dev blog 40 out about the starmap and now has 2000 systems.
RE: Pulsar: lost colony
Posted: Sat Jan 24, 2015 8:09 am
by Pinback
Dev blog 41 camera tricks.
RE: Pulsar: lost colony
Posted: Sat Jan 31, 2015 2:12 am
by Pinback
OH YES planets, well it just a basic desert planet but they have started to put them in the game.
Anyone seen one yet.
RE: Pulsar: lost colony
Posted: Wed Feb 04, 2015 2:34 pm
by Pinback
Dev blog about the new inventory system.
RE: Pulsar: lost colony
Posted: Fri Feb 13, 2015 11:49 am
by Pinback
Dev log 44.
RE: Pulsar: lost colony
Posted: Fri Feb 13, 2015 4:54 pm
by Pulstar
I don't even want to watch, makes waiting much harder

RE: Pulsar: lost colony
Posted: Thu Feb 19, 2015 2:15 pm
by Pinback
Another week and another update, pretty impressive with the rate of these updates to the game. And the change log. Hey Everyone!We have a quick update for you all today! Many of you have reported a bug with the inventory which should be solved with this update! We’ve added some more features for the interior fire system as well, we still have a lot more planned but we’re happy with the changes so far!Additions-New Scientist Talent: Frequency Amplifier - Increases the positive effects and decreases the negative effects for the shield frequency settings-Fires now die off in low oxygen-Fires now deal damage to nearby playersChanges-Captain can now sort cargo in the view components menu-Damage to shields and Hull are now highlighted then drop down, this should help visualize the amount of damage taken.-Mega-Turret UI now has a countdown timer for missile re-loading-Added back the WD Transport ShipBalance-Laser turret damage calculation tweaks. Generally deals more hull damage than before.-Drones now slowly heal their own system damage over time.Fixes-Fixed issue that could cause ship inventory sorting desync if the captain was not the game host-Fixed inventory issue that caused items to be deleted when a player leaves the game. The items should now be moved to the appropriate locker instead of being deleted.-Fixed a bug with the cargo system that could cause players to get stuck in ship geometryThanks for your time!Best,The Leafy Games Team
RE: Pulsar: lost colony
Posted: Sun Mar 01, 2015 4:30 am
by Pinback
Devlog 46 for version 49a from last week. Change log can be found here http://pulsarthegame.com/forums/viewtopic.php?f=3&t=1365[/url] and it was the one year anniversary on the 25 when they posted the update.
RE: Pulsar: lost colony
Posted: Sat Mar 07, 2015 1:19 am
by Pinback
Dev log 47. It,s about the warp stations and It's nice to see devs starting let players ships have both a free jump and the option to use a jump gate net work. :good:
RE: Pulsar: lost colony
Posted: Thu Mar 12, 2015 2:44 pm
by Pinback
Dev blog 48. Yup update is on Steam.
RE: Pulsar: lost colony
Posted: Thu Mar 19, 2015 2:56 pm
by Pinback
Short dev blog 49. Nice hub on the way.
RE: Pulsar: lost colony
Posted: Fri Mar 27, 2015 1:12 pm
by Pinback
Dev log 50, hub should be in this update as steam updated the game yesterday with a 96 meg update just not had any time to look at it.
RE: Pulsar: lost colony
Posted: Thu Apr 02, 2015 4:01 pm
by Pinback
short dev blog this week, two hot fixes and a vote.