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With the steam rollout moving faster than I expected, I spent over nearly 34 hours straight fixing things in the mod that we did not realize would be issues on launch.
As we move forward I will be continually updating the game regularly and providing changelogs detailing the specific changes of each update.
Today primarily focused on a MASSIVE CIS balancing overhaul as well as fixing minor issues with certain ships that caused major problems in battle.
I also graphically updated all the Lasers but that is going to change again quickly due to fps drops caused by upscaling all our textures.
So were going back to making this mod playable on a toaster, just need some time to cook some more!
As things have progressed I have managed to tackle several issues regarding movement and other features of the game, Namely the biggest issue we have seen was that capital ships were either A not moving at all or B moving exceptionally slow, or optionally C they were unable to fire at ships due to a range discrepancy.
I will continue fixing these issues as we encounter them and will do my best to balance everything appropriately with every intention to make the mod fun and not a slog fest
One of the ways we improved things was by reducing the fire rate recharge time of nearly every ship by an average of 2 seconds, this should lead to slightly faster combat and more decisive decisions made in battle.
Since launch the CIS has received several MAJOR buffs across the board, regarding damage, range, fire rate, fighter bomber complements, and so forth.
Per the latest release 9/23/2024 I am comfortable saying that the CIS is closer to being a power house than it ever has been,
Despite being the dev of this mod, All of you are providing me with many learning opportunities into what the best way forward is to balancing this mod which I am very grateful for.
So expect the next update to come soon, I am working as fast as I can!
Today and yesterday mark the start of. Major reworks within the mod to #1 return to performance and #2 begin making the game easier to understand by updating the placeholder names on ships,
These 4 updates in the last two days should show a significant increase in performance as well as the capability to understand more effectively what each unit does until we can get the tooltips in place as that will be a major endeavor within itself.
Stay tuned as we continue our journey.
Over and out
Today I finished optimizing all 107 of our textures within the mod to put performance close to where we had it before in the pre-release version
I am hopeful this update (update 16) will bring much more fps to lower end PC's without losing too much graphical fidelity in the eyes of the players who crave pretty explosions <3
Crossing my fingers,
See you on the battlefield
We have recieved several reports of late game feeling like a slog fest, we are looking to remedy this by changing things up dramatically with late game units. Most notably the Space station, the next patch will feature a range buff and a health nerf to space stations.
As well as we are planning to add a secret (For now) feature to improve the overarching feeling of combat late game
As it stands balancing is closer than ever between the CIS and Republic, I am working towards designing tutorial videos for each faction to help new players understand the intricacies of the mod.
As well as, I am working on updating unit descriptions to help with this too, even if they are short and sweet.
Performance is not where I want it to be but we are getting closer to pre-release 2.7.8.5.
Right now we are taking a major fps hit from the fact that all explosives and turbolasers do a randomized amount of damage, this puts a large load of stress on the game.
We are considering removing this feature to improve FPS if it becomes an issue.
One of the recent patches (patch 17) was designed to heavily increase performance from a graphics standpoint, although it did not improve it as much as was anticipated.
Stay tuned
Over and out
Today we ran into a player that appears to be experiencing Desync constantly with others, Currently working on discovering why this is happening and what our best course of action is to fix it <3
We added a new unit (Mining turret) to assist in income generation
Fighters got a health boost, and some AI fixes were applied to HARD ai
Today we released several updates containing balancing and patches to pre existing portions of the game.
A large achievement we garnered was getting the AI to function more properly in a support role to players.
While the AI is not where we want it, it is significantly more capable than before
We also released a new map a 1v1v1 named the battle of coruscant
Todays major patch includes some much needed balancing as well as the introduction of a space flamethrower, because why not?
We updated some graphics, Improved some weaponry, updated some health, and fixed some minor QOL issues with some ships.
More to come <3
UPDATE 40 is HERE
Update 40 features our most comprehensive balancing update regarding income and other variables
In tech 4 you now can build 4 mining ships which bring in a hell of a lot of income
In tech 5 you can build the Tier 4 mining platform which has one dedicated laser and spawns 4 mining ships with 16 in reserve!
This update also featured many build time changes <3
Todays update introduces Emergency Distress Beacons
These beacons are costly and are only a one time use, that call in all available nearby fleets from other planets to assist in battle
The experimental update that is current primarily focuses on mainline balancing for targeting ranges of ships,
This experimental trial should improve FPS, Improve fighter abilities, Improve bomber hit chance, Improve the feel of the map, and improve the feel of large scale space battles
I am hoping it works as we intended and you all enjoy it <3
More to come folks <3