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  4.  
  5. <title>Introversion</title>
  6. <subtitle>The Introversion Forums</subtitle>
  7. <link href="http://forums.introversion.co.uk/index.php" />
  8. <updated>2023-12-20T15:48:33+01:00</updated>
  9.  
  10. <author><name><![CDATA[Introversion]]></name></author>
  11. <id>http://forums.introversion.co.uk/feed.php?mode=news</id>
  12. <entry>
  13. <author><name><![CDATA[John]]></name></author>
  14. <updated>2023-12-20T15:48:33+01:00</updated>
  15. <published>2023-12-20T15:48:33+01:00</published>
  16. <id>http://forums.introversion.co.uk/viewtopic.php?t=65557&amp;p=621079#p621079</id>
  17. <link href="http://forums.introversion.co.uk/viewtopic.php?t=65557&amp;p=621079#p621079"/>
  18. <title type="html"><![CDATA[The Last Starship - Alpha 8]]></title>
  19.  
  20. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  21. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=65557&amp;p=621079#p621079"><![CDATA[
  22. Alpha 8 delivers a totally re-worked new player experience, simplifying and massively improving the early game. We’ve also re-positioned the game in a static star system (without the expanding black hole) and introduced a whole new power generation system with new fusion reactors and solar panels.<br /><br />Here is the update video where Mark &amp; Chris run through the new features, and discuss the future of the project.<br /><div class="embed-container"> <strong>iframe</strong> </div><br />The game is now capable of simulating every system in the sector, simultaniously. This means the player can split their fleet up, running mining operations in one system whilst harvesting metreonic gas in another, whilst fending off a pirate attack in another. This opens up the possibilities for the game hugely.<br /><br /><strong class="text-strong">= New Equipment &amp; Items</strong><br /><ul><li> <strong class="text-strong">Fusion Reactor</strong><br />    - Uses Deuterium fuel pods and requires at least 500Mw for about 10 seconds to activate.<br />    - Produces a power output of 50-500Mw.<br />        - <em class="text-italics">Deuterium</em> (fuel pod)<br />        - <em class="text-italics">Deuterium Recipe</em> (Chemical Lab)</li><li> <strong class="text-strong">Solar Panels</strong><br />    - Must be installed on the outside of the ship, built onto scaffold beams.<br />    - Produces 10Mw normally.<br />    - This reduces to 5Mw in a nebula, and 0Mw in Hyperspace.<br />        - <em class="text-italics">Solar Panel recipe</em> (Assembly Table)</li><li> <strong class="text-strong">Tutorial (continued)</strong><br />    - Work continues on the in-game tutorial for new players.</li></ul><br /><strong class="text-strong">= New audio work</strong><br /><ul><li> <em class="text-italics">Suit radio chatter</em> for crew when they are wearing spacesuits</li><li> New UI sounds for <em class="text-italics">construction, pipes, cables, installation, deconstruction</em></li><li> New ambiences for common equipment: <em class="text-italics">reactors, fabricators, smelters, assembly tables</em></li><li> <em class="text-italics">Delivery shuttle engine sounds</em></li></ul><br /><strong class="text-strong">= New 'Exterior' graphics</strong><br /><ul><li> New graphics for all <em class="text-italics">gun turrets</em> when viewed from exterior</li><li> Docking port exterior view improved</li><li> <em class="text-italics">Thrusters</em> now more visible in exterior view and tactical view</li><li> New exterior graphics for <em class="text-italics">Small Tank, Medium Tank, Large Tank, Battery</em></li><li> <strong class="text-strong">Gun Turrets</strong> can now be distinguished in Tactical View<br />    - <em class="text-italics">Railgun</em> - a long single line<br />    - <em class="text-italics">Cannon</em> - two medium-length parallel lines<br />    - <em class="text-italics">Gatling gun</em> - three short parallel lines</li></ul><br /><strong class="text-strong">= New community ships added to the base game - thank you!</strong><br /><ul><li> <strong class="text-strong">ZORBANE - DragonFly-A</strong></li><li> <strong class="text-strong">RUSH - Andromeda's Fury</strong></li><li> <strong class="text-strong">R0NALXD - Chakrali Corvetter</strong><br />    - Chakrali Frigate<br />    - Chakrali Miner<br />    - Chakrali Starbase</li><li> <strong class="text-strong">JOHNNY STRUGGLES - Big Martha</strong><br />    - Defense Platform MK1/MK2/MK3<br />    - The Gas Man<br />    - The Wild Goose<br />    - Fat Duck Fighter<br />    - The Leviathan<br />    - Scavenger JS<br />    - Florence Bulk Hauler<br />    - Angry Frog Mining Rig</li><li> <strong class="text-strong">ORION INDUSTRIES - Bellatrix Frigate</strong><br />    - Hawk Light Fighter Mk1/Mk2<br />    - Krait Mk2 Fuel Rat<br />    - Mighty Miner<br />    - Minor-Miner Mk1/Mk2<br />    - Orthrus<br />    - Procyon Cruiser<br />    - Rescue Shuttle<br />    - Rigel Heavy Corvette Mk2<br />    - Roadrunner Corvette<br />    - Starhopper<br />    - Trident Heavy Fighter</li></ul><br /><strong class="text-strong">= SMALL CHANGES</strong><br /><ul><li> The <em class="text-italics">PAUSED and SLOWMO messages</em> will now flash, to minimize players not realizing why the game has stopped</li><li> New <em class="text-italics">STARGATE games</em> will no longer generate a distress call in the starting map. This is because new players would often get very confused trying to do the rescue - without thrusters and without any skills in docking. <em class="text-italics">Nb.</em> Rescue Missions are still generated in the mission board</li><li> Fleet orders for <em class="text-italics">gathering salvage, gathering minerals, and repairing hull</em> now default to ON</li><li> <em class="text-italics">Drones</em> will now automatically return to their home ship if that ship is preparing to jump to FTL, regardless of Fleet Orders</li><li> Hostile forces in <em class="text-italics">stargate mode</em> will now correctly attack the player, and not random NPC vessels</li><li> <em class="text-italics">Deconstruction UI</em> effects improved</li><li> If the player destroys a Neutral ship, all other neutral ships in the system will immediately turn hostile to the player</li><li> Added a new Fleet Order: '<em class="text-italics">Mining</em>'. This enables and disables all active mining from Mining Lasers within the current system.</li><li> <em class="text-italics">Schematic view</em> has been made more tidy and clear.</li><li> Improved the visuals when laying pipes and cables - removed unnecessary distracting visuals</li><li> <em class="text-italics">Weapons Officers</em> now wear a <em class="text-italics">RED uniform</em>, to distinguish them from regular crew</li><li> <em class="text-italics">Weapons Consoles</em> now support up to four guns, without requiring any research. Removed the research tree for Weapons Console Additional Slots.</li><li> Player-owned ships will now always render on top of other ships, derelicts, etc</li><li> Derelicts will be removed from the list of all ships after 3 minutes</li><li> Derelicts now slowly erode away to nothing over time</li><li> Damaged and Destroyed engines now belch flames</li></ul><br /><strong class="text-strong">= BUG FIXES</strong><br /><ul><li> <strong class="text-strong">FIXED:</strong> The <em class="text-italics">equipment panel</em> will now close if you select another ship or another location</li><li> <strong class="text-strong">FIXED:</strong> issues with the <em class="text-italics">Equipment Panel</em> not popping up when you right-clicked because it was 'blocked' by the open construction menu</li><li> <strong class="text-strong">FIXED:</strong> Missing pickup and drop sounds when crew is working</li><li> <strong class="text-strong">FIXED:</strong> The tick sound effect when installing equipment was wrong when the equipment had an even width or height</li><li> <strong class="text-strong">FIXED:</strong> Issue with <em class="text-italics">Delivery Missions</em> with a difficulty of 84 and 890 boxes!</li><li> <strong class="text-strong">FIXED:</strong> Main Menu ambience continued to play after clicking Import Friendly or Import Hostile</li><li> <strong class="text-strong">Issue #175</strong> - After an <em class="text-italics">FTL-jump</em>, the suits are turned off. Orders are now carried through from system to system when FTL jumping unless you already have a fleet at the destination.</li><li> <strong class="text-strong">Issue #179</strong> - (<em class="text-italics">Survival</em>) Cross-sector <em class="text-italics">passenger missions</em> can never be delivered</li><li> <strong class="text-strong">Issue #183</strong> - <em class="text-italics">Tutorial text modal</em> not advancing correctly. Fix overlap problem and tutorial loop.</li><li> <strong class="text-strong">Issue #188</strong> - <em class="text-italics">Derelict ships</em> will now automatically remove themselves from the layer list after some time.</li><li> <strong class="text-strong">Issue #190</strong> - <em class="text-italics">Fighters</em> can attack a ship in another system</li><li> <strong class="text-strong">Issue #195</strong> - <em class="text-italics">Fuel canisters</em> aren't getting loaded. Validate existing fleet transfers to ensure that they are still satisfying requests.</li><li> <strong class="text-strong">Issue #194</strong> - A full &quot;circular&quot; track gets jammed and doesn't move. Allow tracks to move more freely.</li><li> <strong class="text-strong">Issue #196</strong> - Can't see all ships in logistics screen. Fix a bug where the ships were overflowing the window. Present ships in the same order as the ship list on the right.</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Dec 20, 2023 3:48 pm — Replies 0 — Views 16914</p><hr />
  23. ]]></content>
  24. </entry>
  25. <entry>
  26. <author><name><![CDATA[John]]></name></author>
  27. <updated>2023-11-17T22:48:38+01:00</updated>
  28. <published>2023-11-17T22:48:38+01:00</published>
  29. <id>http://forums.introversion.co.uk/viewtopic.php?t=65370&amp;p=620439#p620439</id>
  30. <link href="http://forums.introversion.co.uk/viewtopic.php?t=65370&amp;p=620439#p620439"/>
  31. <title type="html"><![CDATA[The Last Starship - Alpha 7]]></title>
  32.  
  33. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  34. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=65370&amp;p=620439#p620439"><![CDATA[
  35. <img src="https://clan.cloudflare.steamstatic.com/images//42450473/866db291c3a98f7ede5f0ea183e1f07332224239.png" class="postimage" alt="Image" /><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong">This is an interim update on the way to a major new version of the game, due in December (Alpha8). Major structural work has occurred behind the scenes to expand the simulation space, and provide new possibilities. The biggest change of all is Multi-system simulation, which radically expands the game space so that all locations within a sector are simulated simultaneously.</strong></span><br /><br />The tutorial for new players continues to be updated, and is still an unfinished work-in-progress. The aim is for players to operate a small fleet of ships across the entire sector, working toward the STARGATE project whilst also taking part in side-missions and defending your facilities from raiders.<br /><br />The next Mark &amp; Chris alpha video will be for alpha 8 when all this work is complete, and will demonstrate all new features in alpha 7 and alpha 8.<br /><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong">These are the changes we have completed so far:</strong></span><br /><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong"><span style="text-decoration: underline">Multi-system Simulation</span></strong></span><br /><ul><li>Multiple locations within a sector are now simulated all at once.</li><li>This means you can split up your fleet, have ships in one system mining an asteroid belt, while your combat vessels in another system do battle.</li><li>You can freely and instantly move focus between different ships of yours within all active systems.</li><li>Different collections of ships can be in FTL at the same time, travelling to different destinations.</li><li>You can (for example) create mining and gathering ships and leave them in a nebula or asteroid belt, and they will continue to mine and operate while you attend to other locations.</li></ul><br /><ul><li>- NPC ships updated. Star systems are now much more busy, as NPC ships come and go. NPC ships will also engage in mining and salvage where appropriate.</li><li>- All NPC ships are now based on either official ship designs or community ships, or ships you have subscribed to on Steam Workshop.</li><li>- NPC ship system 'faking' has been largely removed. You can now see inside any NPC neutral ship, and observe the crew and equipment operating normally.</li><li>- NPC ships will turn hostile if you attack them, but will generally try to escape rather than fight to the death.</li><li>- Subscribe to more ships via the Steam Workshop, and these ships will appear in your game world.</li></ul><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong"><span style="text-decoration: underline">Tutorial / on-boarding</span></strong></span><br /><ul><li>The tutorial continues to be updated, with the aim to provide a complete introduction to the game and the STARGATE PROJECT.</li><li>It is still a work in progress, but takes the player all the way up to receiving a second ship.</li><li>The primary aim is to bring entirely new players into the STARGATE industry mode.</li><li>You can now skip the entire tutorial by clicking the X in the top right of the tutorial window.</li></ul><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong"><span style="text-decoration: underline">Stargate Project</span></strong></span><br /><ul><li>The stargate project now has six working phases that must be completed, each building on the last.</li><li>All phases have been redesigned and rebalanced.</li><li>All production times for Fabricators and Assembly tables have been shortened and balanced.</li><li>Multiple phases of the stargate project now require research unlocks to progress.</li><li>Enemy forces will now attack any ships engaged in the stargate project, starting around phase 3. Each subsequent attack will be more dangerous than the last.</li></ul><br /><ul><li>- The game now automatically starts in STARGATE mode on first playthrough</li><li>- Introductory flyby sequence updated</li><li>- The TRADE screen now shows sellable Stargate parts highlighted in GOLD</li><li>- Fabricator buildings no longer produce outputs endlessly, filling up your cargo space (eg frames, coils).<br />Instead they will produce an item and then wait until that item has been taken to be used somewhere before producing another.</li><li>- The stargate sector now contains hostile fleets (difficult!), distress calls, derelict ships, asteroid belts, gas clouds, as well as colonies and shipyards.</li></ul><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong"><span style="text-decoration: underline">Mission System</span></strong></span><br /><ul><li>- New missions are now continuously generated at all locations in the sector</li><li>- Old missions are removed after some time, if nobody claims them.</li><li>- All mission types scale in response to your ratings within the appropriate category.</li><li>- STARGATE industry mode now has all mission types available: delivery, passenger, combat, rescue, production, mining</li><li>- Completed Missions are now removed from the contract board after 60 seconds</li></ul><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong"><span style="text-decoration: underline">Game controls</span></strong></span><br /><ul><li>- Spacebar now pauses the game.<br />This is to allow for more consideration and precision during space battles.</li><li>- You can hold SHIFT for dramatic slow-mo. You can toggle slow-mo with Caps-Lock</li><li>- Tactical mode camera no longer tracks position or rotation of any ship. You can freely pan around.</li><li>- Normal view mode automatically tracks position and rotation of the current ship, aligning automatically so you can see the interior.</li><li>- The compass / toggle tracking button has been removed</li><li>- Tactical mode: Weapons list now scales when there are lots of weapons, to ensure they all fit on screen</li></ul><br /><span style="font-size: 120%; line-height: normal"><strong class="text-strong"><span style="text-decoration: underline">BUG FIXES</span></strong></span><br /><ul><li>- Issue #164 - Cargo Space not recognising new zoning</li><li>- You can no longer try to install boxed equipment on a ship that the box isn't on</li><li>- Thousands more bug fixes but honestly we lost track somewhere along the way</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Fri Nov 17, 2023 10:48 pm — Replies 0 — Views 5474</p><hr />
  36. ]]></content>
  37. </entry>
  38. <entry>
  39. <author><name><![CDATA[John]]></name></author>
  40. <updated>2023-09-13T17:59:40+01:00</updated>
  41. <published>2023-09-13T17:59:40+01:00</published>
  42. <id>http://forums.introversion.co.uk/viewtopic.php?t=65053&amp;p=619439#p619439</id>
  43. <link href="http://forums.introversion.co.uk/viewtopic.php?t=65053&amp;p=619439#p619439"/>
  44. <title type="html"><![CDATA[The Last Starship - Alpha 6]]></title>
  45.  
  46. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  47. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=65053&amp;p=619439#p619439"><![CDATA[
  48. Whilst sitting at Introversion HQ we suddenly realised that far too many players weren't getting the full TLS experience, because the entrance to the game was just too brutal.  We want everyone to build kick-ass ships and explore the galaxy, but if they can't make it through the first 10 minutes....<br /><br />So we've spent some time beefing up the tutorial, rolling out the welcome mat and bringing everyone into the fold. If you're a seasoned salty space-dog you probably don't care about noobs, so we've introduced weapon officers, with control consoles and fixed a heap of bugs to keep you all happy...<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br /><br /><a href="https://www.youtube.com/watch?v=5dNaVX-gFKE" class="postlink">https://www.youtube.com/watch?v=5dNaVX-gFKE</a><br /><br /><strong class="text-strong">Buying ships at a shipyard</strong><br /><ul><li> Any ship from the ship library can be bought in a system with a station or shipyard</li></ul><br /><strong class="text-strong">Tutorial</strong><br /><ul><li> Beginnings of a Tutorial for Industry Mode.</li></ul><br /><strong class="text-strong">NEW EQUIPMENT</strong><br /><ul><li> <strong class="text-strong">Weapons Control Centre</strong> =&gt; Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew</li><li> New Crew Type - Weapons Officer needed to crew the Weapons Control Centre</li></ul><br /><strong class="text-strong">Small Changes</strong><br /><ul><li> Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.</li><li> Robot Arms now stop moving an object if the destination can't receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.</li><li> Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.</li><li> Robot Arms now unload objects from factories that are not needed by the current recipe.</li><li> When the current research project finishes a popup notification appears</li><li> The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse</li><li> New Storage Zone UI</li><li> Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.</li></ul><br /><strong class="text-strong">Bug fixes</strong><br /><ul><li> Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port</li><li> Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere</li><li> Factories will cancel jobs when the recipe changes and the jobs object is no longer required</li><li> Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.</li><li> Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.</li><li> Equipment installation will highlight the closest accessible box that will be used to install the equipment.</li><li> You can no longer place a storage zone in the location of an in-progress equipment installation</li><li> Research stations only draw power when required for the current research project (1MW standby draw otherwise)</li><li> Research station blue light now blinks</li><li> For exterior jobs crew no longer pick up and drop the item before acquiring a space suit</li><li> For exterior dismantling jobs, the box is now brought inside by the crew after dismantling</li><li> Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.</li><li> Issue #108 - Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn</li><li> Issue #109 - Fixes logistics window scaling with the number of layers, rather than the number of friendly layers</li><li> Issue #10: Integer overflow with cash and ship value</li><li> Issue #95 and #113: Friendly ships added to fleet for free when flying to a shipyard</li><li> Issue #114: Powergrid settings are saved</li><li> Issue #104: Logistics screen now updates when the selected layer is switched</li><li> Issue #81: Mouse click and drag in the research window can no longer move the game camera</li><li> Issue #92: Objects can no longer be stored in non-exact cell positions</li><li> Issue #122: Robot Arms can now combine containers when they are on tracks</li><li> Issue #72: Robot Arms now indicate when they are stuck, and can be canceled.</li><li> Issue #16: Difficulty installing equipment in walls.</li><li> Issue #66: Jobs get created in inaccessible locations and get &quot;stuck&quot;</li><li> Issue #53: Crew try to store objects in a place they can't access</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Sep 13, 2023 5:59 pm — Replies 0 — Views 4189</p><hr />
  49. ]]></content>
  50. </entry>
  51. <entry>
  52. <author><name><![CDATA[John]]></name></author>
  53. <updated>2023-07-27T16:47:49+01:00</updated>
  54. <published>2023-07-27T16:47:49+01:00</published>
  55. <id>http://forums.introversion.co.uk/viewtopic.php?t=64817&amp;p=618859#p618859</id>
  56. <link href="http://forums.introversion.co.uk/viewtopic.php?t=64817&amp;p=618859#p618859"/>
  57. <title type="html"><![CDATA[The Last Starship - Alpha 5]]></title>
  58.  
  59. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  60. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=64817&amp;p=618859#p618859"><![CDATA[
  61. <strong class="text-strong"><span style="font-size: 120%; line-height: normal">1.21GW!!</span></strong>  That's (kinda) what'll you need to complete the test fire of your Stargate.<br /><br />This update builds on the last and develops the automated systems needed to continue production of the Stargate mega-project.  Smart arms, scientists, super-computers and engineering combinatronics are introduced together with the research system and phases 3 and 4 of Stargate production.  If that's not enough, you'll need to channel your inner warmonger to beat back the (un)healthy dose of combative space-enviro antagonists.<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br /><br /><a href="https://www.youtube.com/watch?v=F1PWv6ZIMvE" class="postlink">https://www.youtube.com/watch?v=F1PWv6ZIMvE</a><br /><br /><strong class="text-strong">Science / Research system</strong><br />There is a research &amp; development system allowing you to unlock advanced technologies.<br />All R&amp;D is performed by Scientists (a new entity type) and uses Science Stations and Supercomputers.<br />You can unlock equipment blueprints, performance enhancements, and Stargate Updates.<br /><ul><li> NEW EQUIPMENT : Science station</li><li> NEW EQUIPMENT : Super computer</li><li> NEW EQUIPMENT : Energy Transmitter</li><li> NEW CREW: Scientists</li></ul>A new research screen allows you to direct your science team efforts.<br /><br /><strong class="text-strong">Industry mode / Stargate continued</strong><br />Phases 3 and 4 of the Stargate project are now available for completion.<br />Phase 3 requires science research to complete.<br />Phase 4 requires an energy test, with your ships providing sufficient energy to the stargate for a fixed period.<br /><ul><li> Opposition - There are now hostile forces within the sector who oppose the construction of the stargate.<br />      Their threat level will slowly increase as you make progress.</li><li> The central stargate system will now ‘re-stock’ periodically on critical equipment and resources</li><li> Asteroid minerals will now be merged into larger stacks when there are so many in space<br /> that it begins to affect performance (&gt;1000 minerals close together)</li><li> NEW EQUIPMENT: Small Robot Arm - A Robot Arm variant with an arm length of 1</li><li> NEW EQUIPMENT: Smart Robot Arm =&gt; A Robot Arm that only picks up specified objects</li></ul><br /><strong class="text-strong">Small Changes</strong><br /><ul><li> Robot Arms now require 1MW of power each</li><li> Robot Arms now combine containers of the same type like Entities</li><li> New &amp; Improved FTL window</li></ul><br /><strong class="text-strong">Bug fixes</strong><br /><ul><li> Issue #24: Battle stations button missing</li><li> Issue #29: Mission cargo not unloading (partially fixed in Alpha 4, but not with tiddlets)</li><li> Issue #39: Destroyed spacesuit remaining on entity</li><li> Issue #30: Fusion reactor rendering weird effects on ship</li><li> Issue #60: Crew no longer invisible when deleting spacesuit</li><li> Issue #51: Robot Arms can now add and remove fuel cannisters from fuel loaders. Robot Arms can now add and remove Compost and Seeds from Hydroponic Garden. Robot arms can now add and remove FTL Charges from FTL Drives. Robot Arms can now add drones to and remove Cargo from Drone Bays.</li><li> Issue #52: Crew in Spacesuits can no longer be picked up by Robot Arms or carried by Tracks</li><li> Issue #61: Robot Arms picking up each other’s items</li><li> Issue #73: Robot Arms can no longer pick up items through walls</li><li> Issue #54: Fixes Drones picking up Entities Issue</li><li> Issue #65: Tracks no longer get stuck and unable to move an item into an ‘empty’ space</li><li> Issue #67: Fixes Storage Areas not persisting in save games if there is a track on top of them</li><li> Issue #56: Craftable equipment no longer thinks it’s a factory and is no longer right-clickable</li><li> Multiple jobs can no longer have the same Id</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu Jul 27, 2023 4:47 pm — Replies 1 — Views 2926</p><hr />
  62. ]]></content>
  63. </entry>
  64. <entry>
  65. <author><name><![CDATA[John]]></name></author>
  66. <updated>2023-06-22T17:25:13+01:00</updated>
  67. <published>2023-06-22T17:25:13+01:00</published>
  68. <id>http://forums.introversion.co.uk/viewtopic.php?t=64666&amp;p=618503#p618503</id>
  69. <link href="http://forums.introversion.co.uk/viewtopic.php?t=64666&amp;p=618503#p618503"/>
  70. <title type="html"><![CDATA[The Last Starship - Alpha 4]]></title>
  71.  
  72. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  73. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=64666&amp;p=618503#p618503"><![CDATA[
  74. <span style="font-size: 150%; line-height: normal"><strong class="text-strong">It’s all about mining, refining, processing, manufacturing and contributing to the biggest mega-project ever attempted!</strong></span><br /><br />In <strong class="text-strong">Alpha 4</strong> Mark and Chris demonstrate the new <strong class="text-strong">Industry mode</strong> and show how to bootstrap your way from derelict space-station owner to Stargate production Tycoon.<br />You’ll need to build your production facility and kit her out with power supply, smelters, gas collectors, fabricators and production tables and connect them together with robot arms and tracks to turn a stream of dirty chunks of asteroid into a gleaming new Stargate.<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br /><br /><a href="https://www.youtube.com/watch?v=Bo5xcKekv2Q" class="postlink">https://www.youtube.com/watch?v=Bo5xcKekv2Q</a><br /><br /><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Industry mode</strong></span><br /><ul><li>An entirely new game mode with new starting conditions and new objectives.</li><li>You are joining a mega-project to construct a Stargate to the Andromeda Galaxy.</li><li>Industry, production and automation take centre stage.</li></ul><br /><ul><li>New 'Industry' game mode selector in New Game screen</li><li>New starting ship, which is more of a ruined space station</li><li>Starting ship contains 'Ruined Equipment' which can be dismantled for Scrap Metal.</li><li>There is only one Sector in industry mode</li></ul><br /><ul><li>Stargate Project in the main menu. Shows what parts require manufacture to advance.</li><li>Currently only Phase 1 and 2 of the Stargate have been created</li><li>Sell your Stargate Parts at any trade station to earn money and progress the project.</li></ul><br /><ul><li>NEW EQUIPMENT:<br />    <ul>    <li>Fabricator   =&gt;    Makes components out of raw materials: Frame, Motor, Coil<br />    </li><li>Assembler    =&gt;    Makes Boxed equipment out of components (Eg Battery, or Stargate parts)<br />    </li><li>Robot Arm    =&gt;    Automatically lifts components and resources into and out of equipment<br />    </li><li>Track        =&gt;    Automatically moves components and resources along the direction of travel<br />    </li></ul></li><li>Gas clouds and asteroid mineral nodes contain 100x as much raw material in Industry mode</li></ul><br /><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Balance / Small changes</strong></span><br /><ul><li>Gas Clouds now contain 10x as much gas in non-industry game modes</li><li>Hydroponics now uses half as much water</li><li>Hydroponics now loses 25% of compost per harvest. Previously 50% of compost was lost</li><li>Gatling Guns are now unmanned, and will automatically extend and fire when 'Battle Stations' is called</li><li>Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member</li><li>The 'Battle Stations' button will no longer show until you have at least one weapon system installed</li><li>Added &quot;--safe-mode&quot; command line argument to start game in windowed mode</li><li>The Install menu now auto-selects the next identical type of equipment,<br />  and groups all identical equipment into a single row</li></ul><br /><span style="font-size: 150%; line-height: normal"><strong class="text-strong">You can now begin a new game straight from within Creative Mode.</strong></span><br />As soon as you perform your first FTL jump, creative mode ends<br />and you are placed into 'Free Roam' mode with $150k credits<br /><br /><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Steam Workshop</strong></span><br /><br /><br />Updated subscribed and published items kick off updating local corresponding preview images<br />All previously-updated subscribed and published items, prior to the above feature, will have their preview images also updated<br /><br /><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Bug fixes</strong></span><br /><ul><li>Crew trade themselves and turn invisible if they are wearing the spacesuit nearest to a docking port when a spacesuit is sold</li><li>Fixed: Refinery, Chemical Lab, Munitions Factory can be placed outside the ship or in walls</li><li>Fatal error when the ship grid is clicked in spawn mode and no equipment is selected</li><li>Hard rescue missions being generated early in the game (self-destruct timer/moving under thrust)</li><li>[ and ] able to rotate ship without thrusters</li><li>Fix audio glitch when mousing over overlapping buttons.</li><li>Fix phantom crew members that block job execution after transferring crew between ships </li><li>#41 Crash on hyperspace jump </li><li>#20 Ship/Ftl limit - buttons now appear at top of the list and are always clickable</li><li>#32 Crew is abandoned when jumping </li><li>#15 Dismantling airduct leads to immediate loss of all oxygen to the ship</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu Jun 22, 2023 5:25 pm — Replies 1 — Views 3098</p><hr />
  75. ]]></content>
  76. </entry>
  77. <entry>
  78. <author><name><![CDATA[John]]></name></author>
  79. <updated>2023-05-11T15:58:03+01:00</updated>
  80. <published>2023-05-11T15:58:03+01:00</published>
  81. <id>http://forums.introversion.co.uk/viewtopic.php?t=64524&amp;p=618128#p618128</id>
  82. <link href="http://forums.introversion.co.uk/viewtopic.php?t=64524&amp;p=618128#p618128"/>
  83. <title type="html"><![CDATA[The Last Starship Alpha 3 (Will &amp; Harry)]]></title>
  84.  
  85. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  86. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=64524&amp;p=618128#p618128"><![CDATA[
  87. England crowns a new King and we deliver Alpha 3 - this time it's all about the crew. Workstations and weapons now need human oversight to function meaning you'll need to devote a bit more time to keeping everyone fed and watered - good job we've introduced hydroponics so you can get on growing those space carrots!<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br /><br /><strong class="text-strong">FULL CHANGE LIST</strong><br /><br /><strong class="text-strong">Hydroponics</strong><ul><li>New 'Hydroponics Garden' equipment is now available to buy.</li><li>Requires power, piped water, compost (from Waste Processing), and Seeds (also available to buy).</li><li>If all of these ingredients are provided, vegetables will be grown in the individual plots.</li><li>If water or power is cut during growth, the crop will suffer.</li><li>Eventually the vegetables will be harvested, producing Food and more Seeds.</li></ul>   <br /><strong class="text-strong">Crew stations</strong><br /><ul><li>Some pieces of equipment now require crew to operate.</li><li>The crew station can be seen in schematic view as a green circle, and must be clear from obstructions<br />    These include:<ul>        <li> Gatling Guns<br />        </li><li> Cannons<br />        </li><li> Railguns<br />        </li><li> Munitions table<br />        </li><li> More will be added in future.</li></ul></li></ul>        <br /><strong class="text-strong">Battle Stations</strong><br /><ul><li>All weapon systems in your fleet now default to 'inactive', and will appear retracted into the ship.</li><li>To activate your weapons, click the 'Battle Stations' button in the bottom right of the screen.</li><li>Each weapon system requires one crew member to operate, before it can fire.<br /><strong class="text-strong">Nb</strong>. The order to Battle Stations is fleet wide.</li><li>As soon as you disable Battle Stations, crew will return to normal duties and all weapon systems will retract.</li></ul><br /><strong class="text-strong">Small Changes</strong><br /><ul>    <li> You can now sell any of your ships at a Shipyard.<br />      Just click the SELL button next to the layer name, top right of the screen.<br />      Nb. You cannot sell your final ship - ie you always need one ship in the fleet.<br /><br />    </li><li> Added Vertical Symmetry to Ship Editor<br />    <br />    </li><li> Ship Editor state saved/restored between sessions<br />    <br />    </li><li> Docked ships can now be included when exporting a ship<br /><br />    </li><li> Fixed crash with docking cycles (they can also no longer be created)<br /><br />    </li><li> Settings menu now has options for Windowed/Fullscreen/Resolution<br />    <br />    </li><li> Steam Workshop<br /><ul>        <li> Published items are cached locally<br />        </li><li> Published items and preview images get downloaded if not already cached locally (such as on a reinstall of the game or using the game on another computer)<br />        </li><li> Remotely updated published items get udpated locally<br />        </li><li> Remotely updated subscribed items get updated locally</li></ul></li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu May 11, 2023 3:58 pm — Replies 0 — Views 2830</p><hr />
  88. ]]></content>
  89. </entry>
  90. <entry>
  91. <author><name><![CDATA[John]]></name></author>
  92. <updated>2023-03-30T16:23:00+01:00</updated>
  93. <published>2023-03-30T16:23:00+01:00</published>
  94. <id>http://forums.introversion.co.uk/viewtopic.php?t=64390&amp;p=617776#p617776</id>
  95. <link href="http://forums.introversion.co.uk/viewtopic.php?t=64390&amp;p=617776#p617776"/>
  96. <title type="html"><![CDATA[The Last Starship - Alpha 2 (Fred and Barny)]]></title>
  97.  
  98. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  99. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=64390&amp;p=617776#p617776"><![CDATA[
  100. New industrial equipment, ship docking, intership logistics and tons more features.<br /><br />Watch Mark and Chris walk you through all the updates that made the Alpha 2 drop - an update so large that it has precisely equivalent mass to Sagittarius A*.<br /><br />We sketch out the plan for new game modes, take a deep dive into industry and manufacturing and cover ship to ship transfer, docking and more!<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br /><br />Our plan is to release a free update to TLS every 6 weeks. We'll release a YouTube video and follow up with a livestream AMA on steam. We need your help to make our vision a reality, so please, like, subscribe, tweet @IVSoftware, post in the steam forums, contribute to the Wiki, wishlist, tell your mates, put up posters in your neighbourhood and get your local politician to play - TLS Gamers of the world UNITE!<br /><br /><strong class="text-strong">FULL CHANGELIST</strong><br /><br /><span style="text-decoration: underline">Industry</span><br />New industrial equipment has been added to the game, permitting self-sufficient creation of many critical resources. New resources have also been added, with new methods of gathering those resources<br /><br />- New Resource : Metreon Gas Clouds - found randomly across a sector, and visible from the map<br /><br />- New Resource : Metallic Minerals - found in asteroid belts<br /><br />- New Resource : Hyperspace Isotopes - gathered when in Hyperspace<br /><br />- New Equipment : Gas Collector =&gt; Metreon Gas<br /><br />- New Equipment : Hyperspace Scoop =&gt; Hyperspace Isotopes<br /><br />- New Equipment : Refinery<br />- Metreon Gas =&gt; Refined Metreon<br /><br />- New Equipment : Chemical Lab<br />- Refined Metreon =&gt; Fuel<br />- Refined Metreon =&gt; Explosives<br />- Hyperspace Isotopes + Refined Tilium =&gt; FTL Charge<br /><br />- New Equipment : Munitions Factory<br />- Metal Ingots + Explosives =&gt; Cannon Shells<br />- Metal Ingots + Explosives =&gt; Bullets<br />- Metal Ingots =&gt; Railgun slugs<br /><br />- Smelter<br />Metallic Minerals =&gt; Metal Ingots<br />Scrap Metal =&gt; Metal Ingots<br />Tilium Ore =&gt; Refined Tilium<br />Precious Ore =&gt; Precious Metals<br /><br />- New popup panel for all Industrial equipment. Right click to access.<br />Shows the process underway and the status of inputs and outputs.<br />Allows for changing the Recipe if the equipment supports multiple recipes.<br /><br />- All trade prices rebalanced to ensure the market is sensible.<br />(Roughly 100% markup for each stage of production)<br /><br />- New Production Mission<br />You will be asked to produce X stacks of a specific resource.<br />You are free to buy or gather or refine the resource through any means.<br />The buyers will pay a premium of around 30-50% over the market price.<br /><br /><br /><span style="text-decoration: underline">Intership Logistics</span><br />You can now transfer resources, crew, drones &amp; equipment between your ships<br />Click on the 'Logistics' button in the main toolbar (Available once you have two or more ships)<br /><br />- Drones will perform the requested transfers, if both ships have functioning Drone Bays<br /><br />- Can be enabled / disabled in the Fleet Orders list<br /><br />- Ship Docking : You can now dock your ships together by aligning their docking ports in Tactical View.<br />- Once docked, you can use the same Logistics menu to transfer items and crew between docked ships<br /><br />- Loaders can now be configured to run in three possible modes. This allows you to extract resources stored in tanks into carryable containers, then use the Logistics System to transfer those containers to other ships.<br />LOAD : The contents of the container are pumped into the pipes (previous default)<br />UNLOAD : Containers are filled from the connected pipes<br />STOP : Don't do anything<br /><br /><br /><span style="text-decoration: underline">Game Modes and starting conditions</span><br />You can now select the game mode when creating a new game from the main menu.<br /><br />SURVIVAL - The previous game mode - stay ahead of the Anomaly<br /><br />FREE ROAM [NEW] - There is no Anomaly to run from - a more chilled experience<br /><br />CREATIVE - Unlimited budget and instant construction<br /><br />- You now start the game with $150k cash<br /><br />- You automatically receive a delivery of equipment worth $450k :<br />Engines x 2, Reactor, FTL drive, Fuel x 2, FTL charges x 2<br /><br />- You can start in any saved ship (community, steam workshop, or your own creation) with a value up to $1M<br /><br />- The game will also let you start in any ship hull, so long as the hull value is less than $1M.<br />All equipment and cargo will be removed from the ship when starting a game this way.<br />In this scenario you will also start with $150k cash and $450k equipment delivered.<br /><br /><br /><span style="text-decoration: underline">Performance</span><br />Lots of big rendering performance wins - the game will now render much smoother when in a busy system.<br />Fixed serious frame drop when loading in a big ship for the first time (generating exterior panels)<br />Large improvements to rendering performance of ships<br /><br /><br /><strong class="text-strong">SMALL CHANGES</strong><br />- Creative Mode: When using the SPAWN tool to create equipment and items,<br />you can now Right-Click on any equipment or item to instantly destroy it<br /><br />- Creative Mode: You can now 'Import Friendly' to add a saved ship directly into your fleet<br /><br />- Trade screen now shows 'out of stock' items (greyed out) at the bottom of the list<br /><br />- Rescue Mission removed from the Mission lists, and changed to a 'Distress Call' visible in the sector map<br /><br />- New graphics for Comets, Asteroids, Minerals, all new Industrial equipment<br /><br />- New exterior view graphics for engines, drone bays, thrusters, docking ports<br /><br />- You will now receive an alert when there is no available storage for an item that is blocking equipment<br /><br />- Damaged armour is now automatically added to your ship editor plan, so you can easily repair it at the next shipyard<br /><br />- Volume settings in the Main Menu are now saved<br /><br />- Equipment will now power down and stop working if its position is invalid. For example if a Gun Turret becomes blocked by a wall.<br /><br />- In the Tactical View, the maneuvering controls widget now allows for finer grained control of the thrusters (no longer just on or off)<br /><br />- Armour made more resilient against Gatling Guns, but less effective against Railguns and Cannons<br /><br />- Fuel usage has been roughly halfed across the board:<br />Reactors now use half as much fuel (1 fuel/sec for 100Mw max output)<br />Reactors can now idle at a low of 2MW, wasting much less fuel (previously 10MW minimum)<br />Engines now use half as much fuel (2 fuel/sec at max thrust)<br />Engines now require half as much power when idling (2MW)<br />(Nb. Engines still require 40MW at max thrust)<br /><br />- New community ships:<br />Tokelvian Starbase - Johnny Struggles<br />Starbase Callisto - Johnny Struggles<br />Elara Shipyard - Johnny Struggles<br />Inverse Mk1 - Ed the Loon<br />Meteor - Ed The Loon<br />Vork Maraug - Brot Groggers<br />Goteque Imperial Luxline - Brot Groggers<br /><br /><br /><strong class="text-strong">BUG FIXES</strong><br />FIXED: Empty ship layers (created in the Ship Editor) will no longer prevent your fleet from doing an FTL jump<br /><br />FIXED: You can no longer apply modifications to your ship using the Ship Editor when in Hyperspace<br /><br />FIXED: Using the Destroy tool in the editor would cause equipment in the removed area to become broken and bugged<br /><br />FIXED: The Nomad special mission was paying out 10x the desired amount. You will now received a $10k bonus for the first 10 crew.<br /><br />FIXED: Crash bug in the Mission List if you had no ship selected<p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu Mar 30, 2023 4:23 pm — Replies 0 — Views 2973</p><hr />
  101. ]]></content>
  102. </entry>
  103. <entry>
  104. <author><name><![CDATA[John]]></name></author>
  105. <updated>2023-02-15T18:37:50+01:00</updated>
  106. <published>2023-02-15T18:37:50+01:00</published>
  107. <id>http://forums.introversion.co.uk/viewtopic.php?t=64223&amp;p=617309#p617309</id>
  108. <link href="http://forums.introversion.co.uk/viewtopic.php?t=64223&amp;p=617309#p617309"/>
  109. <title type="html"><![CDATA[The Last Starship is now available in Early Access!]]></title>
  110.  
  111. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  112. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=64223&amp;p=617309#p617309"><![CDATA[
  113. We are delighted to announce that The Last Starship is now available in Early Access! Enjoy the game, leave us a review, upload your ships to the Steam Workshop! We'd love to hear your thoughts on the game so far.<br /><br />This launch kicks off the Early Access phase and we will be doing regular updates with videos, so please follow our YouTube channel to keep up with all the latest:<br /><br /><a href="http://www.youtube.com/ivsoftware" class="postlink"><img src="http://i3.ytimg.com/vi/-yFPpZ_vldw/hqdefault.jpg" class="postimage" alt="Image" /></a><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Feb 15, 2023 6:37 pm — Replies 0 — Views 2934</p><hr />
  114. ]]></content>
  115. </entry>
  116. <entry>
  117. <author><name><![CDATA[John]]></name></author>
  118. <updated>2023-01-30T13:20:34+01:00</updated>
  119. <published>2023-01-30T13:20:34+01:00</published>
  120. <id>http://forums.introversion.co.uk/viewtopic.php?t=64071&amp;p=617082#p617082</id>
  121. <link href="http://forums.introversion.co.uk/viewtopic.php?t=64071&amp;p=617082#p617082"/>
  122. <title type="html"><![CDATA[The Last Starship Demo Now Available]]></title>
  123.  
  124. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  125. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=64071&amp;p=617082#p617082"><![CDATA[
  126. It’s finally time to get your hands on The Last Starship with the <a href="https://store.steampowered.com/app/1857080/The_Last_Starship/" class="postlink">demo now available on Steam</a>! Pick a ship hull, kit her out with engines, life-support, sensors and railguns and start your galactic adventure!<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br />Once you’ve played the demo, watch <a href="https://www.youtube.com/watch?v=-yFPpZ_vldw" class="postlink">Mark and Chris take a deep dive</a> into the Ship Editor and combat matching system. Learn how to design the baddest ship you can imagine, then let the game analyse, assess and anatomise your craft and create a foe with similar firepower and manoeuvrability to test your combat mettle as a battle admiral!<br /><br /><div class="embed-container"> <strong>iframe</strong> </div><br />Please note that the Ship Editor is currently only available in the private play test -to gain access <a href="https://store.steampowered.com/app/1857080/The_Last_Starship/" class="postlink">apply on Steam</a>.<br /><br />Don't forget to <a href="https://store.steampowered.com/app/1857080/The_Last_Starship/" class="postlink">wishlist the game on Steam</a> - it makes a massive difference to us when you do that <img class="smilies" src="http://forums.introversion.co.uk/images/smilies/icon_smile.gif" alt=":)" title="Smile" /><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Mon Jan 30, 2023 1:20 pm — Replies 2 — Views 3226</p><hr />
  127. ]]></content>
  128. </entry>
  129. <entry>
  130. <author><name><![CDATA[John]]></name></author>
  131. <updated>2023-01-10T15:06:25+01:00</updated>
  132. <published>2023-01-10T15:06:25+01:00</published>
  133. <id>http://forums.introversion.co.uk/viewtopic.php?t=63838&amp;p=616743#p616743</id>
  134. <link href="http://forums.introversion.co.uk/viewtopic.php?t=63838&amp;p=616743#p616743"/>
  135. <title type="html"><![CDATA[The Last Starship - Alpha 1 now available to Play-testers]]></title>
  136.  
  137. <category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
  138. <content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?t=63838&amp;p=616743#p616743"><![CDATA[
  139. Greetings play-testers! We have been hard at work and have produced an entirely new version of the game for you to try. We have tons of new features including a new ship editor, steam workshop support, and a ship library full of amazing community ships. Almost every aspect of the game has been improved. Give it a try, and let us know what you think.<br /><br />Don't forget to <a href="https://store.steampowered.com/app/1857080/The_Last_Starship" class="postlink">wishlist the game on steam</a> - it makes a massive difference to us when you do that <img class="smilies" src="http://forums.introversion.co.uk/images/smilies/icon_smile.gif" alt=":)" title="Smile" /><br /><br />We are now working towards an Alpha1 build, which will be released in Early Access (hopefully) in Feb. This is the full game as we plan to release it, without any sector limits or hidden content.<br /><br />Here is the full change list since the last update:<br /><br />NEW CONTENT<br />= Ship Editor<br />An entirely new in-game ship editor that allows you to change your fleet ships, or design and build new ones.<br />You must be at a shipyard to commit any changes, but you can make design changes at any time.<br />You can load any ship directly into the ship editor from the Main Menu.<br />Any ships you create with a value of less than $1M will be usable as New Game start ships<br />Ships can be exported locally, or uploaded to Steam Workshop.<br /><br /><br />= New Ship Library<br />- We now have a library of ship designs, including many sourced from our talented Playtest community.<br />- When you visit a shipyard, you will find many ships for sale, including those designed by the community.<br />- Some ships for sale will be just the empty hull. Others will be pre-equipped and ready to fly, if you can afford them.<br />- Any ships you subscribe to from the Steam Workshop will be automatically included for consideration<br />- Any ships in the library with a value of less than $1M will now be available to start in the New Game menu.<br />- Ships you create are added to the ship library and will be available for purchase in game, at shipyards.<br /><br /><br />= Steam Workshop integration<br />You can now share any ship you create from the main menu, by clicking the &quot;Upload To Steam&quot; button<br />You can subscribe to any ship on the Steam Workshop, and it will be included in your game world via the Ship Library<br />You may encounter that ship as an enemy vessel, or as a ship for sale.<br /><br /><br />= Combat encounters improved<br />Combat encounters now use the Ship Library to create suitable enemy forces.<br />You will now encounter a much larger variety of enemy vessels.<br />The enemy forces will scale in difficulty based on the capability of your fleet, and your combat rank.<br />Sometimes you will face just one or two very powerful enemy vessels. Other times you will face a large fleet of much smaller ships.<br />Enemy ships have been given a rudimentary pilot AI, but this will improve in future<br />- The old boring combat mission has been removed<br />- It has been replaced with a sector-wide objective to eradicate all hostiles, which resets after each sector.<br />- You can earn big money by cleaning up each sector this way.<br /><br /><br />= Evasion chance<br />During combat your ships now have a chance to evade incoming weapons fire<br />- This is based on the incidence angle between the ordnance and your ship<br />(head on into fire gives no evasion chance. Side on (travelling fast and close to the enemy turrets) gives max evasion chance<br />- The faster you are travelling, the greater your evasion chance<br />- The faster you are turning, the greater your evasion chance<br />- Small ships gain the most from this. Large, slow heavily armoured beasts gain the least.<br /><br /><br />= On-screen award system<br />Completing any mission or objective will now show an on-screen award<br />The award shows your money earned, as well as any XP points gained, ranks increased etc<br /><br /><br />= Compass widget / detach camera control<br />There is a new compass widget at the top of the screen, that shows the direction the camera is facing.<br />You can click it to toggle if the camera is attached to the current ship, or moving freely.<br />This is very useful during heavy combat where you can detach the camera from any one ship<br /><br /><br />= Settings menu (Main Menu)<br />- Controls for UI Scale<br />- Controls for Sound Volume<br />(More to come)<br /><br />= Lots of new artwork<br />= Lots of new audio<br /><br />= Equipment resizing<br />Lots of placeholder artwork has been replaced with final art, and some equipment has changed size.<br />- Thrusters are now 3x1 and sit entirely within a wall<br />- Engines now resized to 7x4 to better fit their sprite footprint<br />- Docking Ports are now 6x2, to better fit their sprite, and to give more delivery space<br /><br /><br />SMALL CHANGES<br />- The visualisation when placing equipment is now different, and is based on the normal view rather than the schematic view<br />- The basic Praxis starting ship now has a Small tank and a Medium tank onboard<br />- You can now repair structural damage from the SHIPYARD menu (when at a shipyard)<br />- FTL Charges now come in a stack of 1 (previously 100)<br />- FTL Travel has been sped up<br />- FTL drive now draws 80MW of energy when charging, instead of 100. (So as not to shut everything else down)<br />- Void Collapse slowed down and made to start further away in each sector, so you have longer before it arrives<br />- 'Weapons Free' and 'Exterior Work' are now enabled at the start of a game by default<br />- Passengers will now sometimes stay on deck during transport<br />- Travelling in hyperspace 'through' the void now causes structural damage. Be careful!<br />- NPC miners will now leave after mining a small amount<br />- Ice Comets are now shown in the sector map<br /><br /><br />BUG FIXES<br />- You can no longer 'turn in' the flight ready mission<br />- You can no longer turn in an industry/mining mission unless you have enough ore<br />- The Void Collapse predicted size is now accurate when in Home Sector<br />- Drones will no longer continue repairing a ship that has been destroyed<br />- Drones will now properly deactivate when their home ship is destroyed<br />- You will no longer receive CO2 warnings from enemy/neutral ships<br />- NASTY BUG: You will no longer lose tons of money sometimes after completing a mission (happens when revisiting previously visited star systems straight after)<p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Tue Jan 10, 2023 3:06 pm — Replies 1 — Views 2993</p><hr />
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  141. </entry>
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