Patch 200: Fixes
Patch 200: Fixes - Fixed Micro Command Center not getting recognized.
Patch 200: Fixes
- Fixed Micro Command Center not getting recognized.

Patch 200: Fixes - Fixed Micro Command Center not getting recognized.
Patch 200: Fixes
- Fixed Micro Command Center not getting recognized.
The third free bonus DLC for BossConstructor is now live! It adds a few module variations and some general improvements. Enjoy! :) New modules: One common problem in BossConstructor's combat system is that it is often hard to avoid taking damage from enemies when engaging them. I
The third free bonus DLC for BossConstructor is now live! It adds a few module variations and some general improvements. Enjoy! :)
New modules:
One common problem in BossConstructor's combat system is that it is often hard to avoid taking damage from enemies when engaging them. In order to improve this, I have added two more modules to your toolbox.

For one, I've added the EMP mine layer, a variation of the standard mine layer, which spawns mines that can disable parts of enemy ships. The second addition is the EMP carrier, which spawns interceptors that can do the same. Both options are pretty useful and allow for more strategic and safer play.

User interface:
As a quality of life improvement I have added a "Sell all" button to the exploration mode ship editor. This button allows you to automatically sell all modules in your inventory which match the current filter criterium (type and quality) for half their value. So, you no longer need to visit a shop to get rid of useless stuff.

Other improvements:
- Added the Micro command center, which is a tiny (1x2) but very expensive command center module.
- Replicated ships now wait to spawn until you hit the replicator module's button again.
- Doubled the size of the rotating shield's plate.
- Decreased the number of ships that can spawn per wave in wave-based-missions.
I hope you enjoy playing with the new modules and tweaks! :)
Kubifaktorium:
Now that my work here is done, I am focusing on my next game Kubifaktorium. The Kickstarter campaign has been a great success and if you are interested, you can find more information on the game's future Steam page.

Kubifaktorium After working on it for about a year, I am announcing Kubifaktorium, my next game! If you enjoy building, growing and managing a colony, then the game might be for you. It will feature different biomes to explore, plenty of resources to exploit and interesting produ
After working on it for about a year, I am announcing Kubifaktorium, my next game! If you enjoy building, growing and managing a colony, then the game might be for you. It will feature different biomes to explore, plenty of resources to exploit and interesting production chains to master. If you are interested, you can find a first teaser trailer here:
https://www.youtube.com/watch?v=18J3O9-i824
The best way to keep up-to-date with the game's development is its Facebook-page, where I add 1-2 posts every week: https://www.facebook.com/Kubifaktorium/
I would be happy to meet some BossConstructors there. :)
In other news, I am currently collecting ideas for the free Bonus DLC 3 which I will work on later this summer. If you have ideas you want to see implemented, there is still time to post them here: https://steamcommunity.com/app/330100/discussions/0/1692669912383486452/
The free bonus DLC 2, which consists of the patches 195-198, adds a new module and advanced galaxy customization to the game! Bussard Ramjet The Bussard Ramjet generates a large amount of energy whenever your ship is inside a space nebula. When combined with batteries, this allow
The free bonus DLC 2, which consists of the patches 195-198, adds a new module and advanced galaxy customization to the game!
The Bussard Ramjet generates a large amount of energy whenever your ship is inside a space nebula. When combined with batteries, this allows you to build light-weight fighter ships, which are fast and maneuverable. Until they run out of juice. :)
The exploration mode has been expanded to offer more advanced settings. You can change the galaxy shape, the number of wormholes, the number of connections between stars and more.
You can now place modules directly in front of weapons (if you choose to ignore the warninge). While not a clever idea in general, this change greatly enhances what you can do with the joint and piston modules. Alternatively, you can opt to build a second layer of backup weapons for when your ship's outer layer gets destroyed. Maybe there are other uses as well. :)
This is the second of a total of three bonus DLCs. The final bonus DLC will add even more modules and maybe a few new gameplay mechanics and tweaks to the game. Please let me know what you would like to see!
In other news, please look forward to other game related announcements coming from me some time Q2-Q3 2018. :)
The free bonus DLC 2, which consists of the patches 195-198, adds a new module and advanced galaxy customization to the game! Bussard Ramjet The Bussard Ramjet generates a large amount of energy whenever your ship is inside a space nebula. When combined with batteries, this allow
The free bonus DLC 2, which consists of the patches 195-198, adds a new module and advanced galaxy customization to the game!
The Bussard Ramjet generates a large amount of energy whenever your ship is inside a space nebula. When combined with batteries, this allows you to build light-weight fighter ships, which are fast and maneuverable. Until they run out of juice. :)
The exploration mode has been expanded to offer more advanced settings. You can change the galaxy shape, the number of wormholes, the number of connections between stars and more.
You can now place modules directly in front of weapons (if you choose to ignore the warninge). While not a clever idea in general, this change greatly enhances what you can do with the joint and piston modules. Alternatively, you can opt to build a second layer of backup weapons for when your ship's outer layer gets destroyed. Maybe there are other uses as well. :)
This is the second of a total of three bonus DLCs. The final bonus DLC will add even more modules and maybe a few new gameplay mechanics and tweaks to the game. Please let me know what you would like to see!
In other news, please look forward to other game related announcements coming from me some time Q2-Q3 2018. :)
- Added the Bussard ramjet which generates a large amount of energy when your ship is inside a space nebula. Together with batteries, this can be quite useful. Let me know your thoughts regarding the balancing! :) - Adjusted the nebula spawning mechanism to make sure that nebulae
- Added the Bussard ramjet which generates a large amount of energy when your ship is inside a space nebula. Together with batteries, this can be quite useful. Let me know your thoughts regarding the balancing! :)
- Adjusted the nebula spawning mechanism to make sure that nebulae spawn in most sectors.
- Placing modules in front of weapons is no longer forbidden. The weapons will show a warning but you can ignore it. This enhances what you can do with joints and pistons.
- Reduced the number of ships which can spawn in the von Neumann missions from 10 to 5. Also, the search range in the ship selection algorithm now expands way faster. These changes should reduce the slowdowns/freezes encountered by some players. To keep the difficulty sort of constant, two extra waves are added.
- Shots fired by the missile launcher array no longer spread as strongly to the side.
- Addressed freezes related to large previous log files.
- Added the Bussard ramjet which generates a large amount of energy when your ship is inside a space nebula. Together with batteries, this can be quite useful. Let me know your thoughts regarding the balancing! :) - Adjusted the nebula spawning mechanism to make sure that nebulae
- Added the Bussard ramjet which generates a large amount of energy when your ship is inside a space nebula. Together with batteries, this can be quite useful. Let me know your thoughts regarding the balancing! :)
- Adjusted the nebula spawning mechanism to make sure that nebulae spawn in most sectors.
- Placing modules in front of weapons is no longer forbidden. The weapons will show a warning but you can ignore it. This enhances what you can do with joints and pistons.
- Reduced the number of ships which can spawn in the von Neumann missions from 10 to 5. Also, the search range in the ship selection algorithm now expands way faster. These changes should reduce the slowdowns/freezes encountered by some players. To keep the difficulty sort of constant, two extra waves are added.
- Shots fired by the missile launcher array no longer spread as strongly to the side.
- Addressed freezes related to large previous log files.
- Added a screen offering advanced options for the exploration mode's galaxy creation. You can change the galaxy shape, the wormholes, the number of connections between stars and more. Let me know which settings you enjoy! :) - Fixed a bug preventing ships from being properly sav
- Added a screen offering advanced options for the exploration mode's galaxy creation. You can change the galaxy shape, the wormholes, the number of connections between stars and more. Let me know which settings you enjoy! :)
- Fixed a bug preventing ships from being properly saved to the library.
- Added a screen offering advanced options for the exploration mode's galaxy creation. You can change the galaxy shape, the wormholes, the number of connections between stars and more. Let me know which settings you enjoy! :) - Fixed a bug preventing ships from being properly sav
- Added a screen offering advanced options for the exploration mode's galaxy creation. You can change the galaxy shape, the wormholes, the number of connections between stars and more. Let me know which settings you enjoy! :)
- Fixed a bug preventing ships from being properly saved to the library.
It's been a while but here is a new patch which brings a couple of improvements. Next, I will begin working on DLC 2, so expect to see some new content soonish. :) - Laser and disintegrator beams now pass through ore crystals. - Increased the cost of the disintegrator charger mod
It's been a while but here is a new patch which brings a couple of improvements. Next, I will begin working on DLC 2, so expect to see some new content soonish. :)
- Laser and disintegrator beams now pass through ore crystals.
- Increased the cost of the disintegrator charger module.
- Editing a ship now forces a refresh of the skirmish mode ship list.
- Repair bot and replicator conversion rates are now capped at 2x.
- Fixed mini armor stacking with regular size armor.
- Fixed PDPS calculation in relation to the explosive charge.
- Fixed potentially buggy interaction between nano armor and aug module.
It's been a while but here is a new patch which brings a couple of improvements. Next, I will begin working on DLC 2, so expect to see some new content soonish. :) - Laser and disintegrator beams now pass through ore crystals. - Increased the cost of the disintegrator charger mod
It's been a while but here is a new patch which brings a couple of improvements. Next, I will begin working on DLC 2, so expect to see some new content soonish. :)
- Laser and disintegrator beams now pass through ore crystals.
- Increased the cost of the disintegrator charger module.
- Editing a ship now forces a refresh of the skirmish mode ship list.
- Repair bot and replicator conversion rates are now capped at 2x.
- Fixed mini armor stacking with regular size armor.
- Fixed PDPS calculation in relation to the explosive charge.
- Fixed potentially buggy interaction between nano armor and aug module.
The free bonus DLC 1 , which consists of the patches 187-194, adds two new modules as well as a number of gameplay and UI improvements to the game! Disintegrator Beam The disintegrator beam consists of an emitter module and one or more charger modules. While a ship part can only
The free bonus DLC 1, which consists of the patches 187-194, adds two new modules as well as a number of gameplay and UI improvements to the game!
The disintegrator beam consists of an emitter module and one or more charger modules. While a ship part can only host one emitter module, you can add multiple charger modules to turn your disintegrator beam into the ultimate weapon of destruction.
The augmentation module is a utility module which transfers its own attribute effect to a connected module.
- You can now set weapons and other modules to 'auto-fire'.
- Missiles now use proportional navigation.
- When you destroy all ships in a sector, all the remaining collectable items are automatically collected.
- You can now change the game speed to slow the game down to 50%.
- Numerous other balance tweaks and bug fixes.
- Modules of the same type/attribute now stack in the inventory.
- Added a "sell all"-button to the module trader.
- You can now select workshop ships when starting an exploration game.
- You can now switch between the different graphical versions of a module (e.g. armor modules).
- In the tech lab you can now also upgrade modules that are currently on your ship.
This is the first of a total of 3 free bonus DLCs. The upcoming DLCs will add more modules as well as a few new gameplay mechanics to the game. If you haven't played the game yet, please have a look! :)
The free bonus DLC 1 , which consists of the patches 187-194, adds two new modules as well as a number of gameplay and UI improvements to the game! Disintegrator Beam The disintegrator beam consists of an emitter module and one or more charger modules. While a ship part can only
The free bonus DLC 1, which consists of the patches 187-194, adds two new modules as well as a number of gameplay and UI improvements to the game!
The disintegrator beam consists of an emitter module and one or more charger modules. While a ship part can only host one emitter module, you can add multiple charger modules to turn your disintegrator beam into the ultimate weapon of destruction.
The augmentation module is a utility module which transfers its own attribute effect to a connected module.
- You can now set weapons and other modules to 'auto-fire'.
- Missiles now use proportional navigation.
- When you destroy all ships in a sector, all the remaining collectable items are automatically collected.
- You can now change the game speed to slow the game down to 50%.
- Numerous other balance tweaks and bug fixes.
- Modules of the same type/attribute now stack in the inventory.
- Added a "sell all"-button to the module trader.
- You can now select workshop ships when starting an exploration game.
- You can now switch between the different graphical versions of a module (e.g. armor modules).
- In the tech lab you can now also upgrade modules that are currently on your ship.
This is the first of a total of 3 free bonus DLCs. The upcoming DLCs will add more modules as well as a few new gameplay mechanics to the game. If you haven't played the game yet, please have a look! :)
- Added a "sell all"-button to the module trader. - Reduced disintegrator beam damage by 25%. - Ore collected at the end of a mission should no longer exceed the player ships' capacity. - You can no longer sell the same module multiple times :) - Augmentation modules can now also
- Added a "sell all"-button to the module trader.
- Reduced disintegrator beam damage by 25%.
- Ore collected at the end of a mission should no longer exceed the player ships' capacity.
- You can no longer sell the same module multiple times :)
- Augmentation modules can now also get the 'efficient' attribute.
- Limited the number of inventory pages shown in-mission to 5.
- Added a "sell all"-button to the module trader. - Reduced disintegrator beam damage by 25%. - Ore collected at the end of a mission should no longer exceed the player ships' capacity. - You can no longer sell the same module multiple times :) - Augmentation modules can now also
- Added a "sell all"-button to the module trader.
- Reduced disintegrator beam damage by 25%.
- Ore collected at the end of a mission should no longer exceed the player ships' capacity.
- You can no longer sell the same module multiple times :)
- Augmentation modules can now also get the 'efficient' attribute.
- Limited the number of inventory pages shown in-mission to 5.
- Added the ultimate disintegrator beam. This weapon consists of an emitter module and one or more charger modules. The more charger modules, the higher the damage :) Not quite sure about the balancing yet. Let me know your thoughts! - Reduced the difficulty of the von-Neumann wa
- Added the ultimate disintegrator beam. This weapon consists of an emitter module and one or more charger modules. The more charger modules, the higher the damage :) Not quite sure about the balancing yet. Let me know your thoughts!
- Reduced the difficulty of the von-Neumann wave mission.
- Renamed the fireball module to particle gun.
- Deleted a rogue log output leading to editor slowdowns and huge log files.
- Added the ultimate disintegrator beam. This weapon consists of an emitter module and one or more charger modules. The more charger modules, the higher the damage :) Not quite sure about the balancing yet. Let me know your thoughts! - Reduced the difficulty of the von-Neumann wa
- Added the ultimate disintegrator beam. This weapon consists of an emitter module and one or more charger modules. The more charger modules, the higher the damage :) Not quite sure about the balancing yet. Let me know your thoughts!
- Reduced the difficulty of the von-Neumann wave mission.
- Renamed the fireball module to particle gun.
- Deleted a rogue log output leading to editor slowdowns and huge log files.
- Added the augmentation module which applies its own attribute to one connected module. - You can now select workshop ships when starting an exploration game. - Automatic key binding for replicator module (default: R). - When you destroy all ships in a sector, all the remaining
- Added the augmentation module which applies its own attribute to one connected module.
- You can now select workshop ships when starting an exploration game.
- Automatic key binding for replicator module (default: R).
- When you destroy all ships in a sector, all the remaining collectable items are automatically collected.
- Fixed a sorting issue preventing modules from being stacked in the exploration mode. Also, different visual variations are now stacked together.
- Upgrading an on-ship module using the Tech Lab should no longer clear the module's commands.
- Added the augmentation module which applies its own attribute to one connected module. - You can now select workshop ships when starting an exploration game. - Automatic key binding for replicator module (default: R). - When you destroy all ships in a sector, all the remaining
- Added the augmentation module which applies its own attribute to one connected module.
- You can now select workshop ships when starting an exploration game.
- Automatic key binding for replicator module (default: R).
- When you destroy all ships in a sector, all the remaining collectable items are automatically collected.
- Fixed a sorting issue preventing modules from being stacked in the exploration mode. Also, different visual variations are now stacked together.
- Upgrading an on-ship module using the Tech Lab should no longer clear the module's commands.
So, now that BossConstructor has been released, let me tell you a bit about my plans regarding BossConstructor for this year: 1) As promised, there will be 3 free bonus DLCs which will add a few often-demanded new features. And while I do not have a specific schedule for making t
So, now that BossConstructor has been released, let me tell you a bit about my plans regarding BossConstructor for this year:
1) As promised, there will be 3 free bonus DLCs which will add a few often-demanded new features. And while I do not have a specific schedule for making these, I will begin working on the first one soon. The first DLC will include 2 new modules as well as a feature which will allow you to set weapons and other modules to auto-fire.
2) I will also do another development live stream on Twitch. It will be on Sunday the 15th of January at 6 PM GMT / 7 PM CET. You can watch it on twitch.tv/bossconstructor. While I haven't done any streams lately due to time constraints and technical problems, I look forward to do some more!
3) In other news, I've been on the Space Game Junkie podcast a few weeks ago. Its about one hour long and covers the game's development process as well as some technical aspects. If you're interested, you can find the recording here: https://www.spacegamejunkie.com/podcasts/sgj-podcast-183-bossconstructor/
I hope you're having a great time! :)
Cheers, Mirko