Hey guys, I just updated the game that addresses a bunch of issues. See patch notes below: - Focus camera fix. You can now focus (double-click) on a ship and rotate around it. - Lighting fixes - Carrier texture and lighting fixes.
Hey guys,
I just updated the game that addresses a bunch of issues. See patch notes below:
- Focus camera fix. You can now focus (double-click) on a ship and rotate around it. - Lighting fixes - Carrier texture and lighting fixes.
Hey everyone, I just pushed a new build that features all new UI! No more fugly icons! Also, our current plan is to exit early access within the month. If things change we'll update everyone accordingly. A big thank you to everyone that has helped us during Early Access! Chris
Hey everyone,
I just pushed a new build that features all new UI!
No more fugly icons!
Also, our current plan is to exit early access within the month. If things change we'll update everyone accordingly.
A big thank you to everyone that has helped us during Early Access!
This update should help the world feel more structured and that there are two large forces engaged in the struggle and the player is involved in this war in a more believable way. UCS Admiral fleets may now spawn in sectors you jump to. These forces do not join your fleet but pro
This update should help the world feel more structured and that there are two large forces engaged in the struggle and the player is involved in this war in a more believable way.
UCS Admiral fleets may now spawn in sectors you jump to. These forces do not join your fleet but provide assistance occasionally. Which ships spawn depend on which Admiral the forces belong to.
Additional scenarios added where you are called to assist or join an Admiral's forces for a mission
Several additional event choices added to the game
Greatly reduced how many concurrent projectile fire sound effects can be playing at once
Reduced damage taken stress build up by ~50%
Increased stress healing by 100% when in green alert
Fixed issue with stress calculations when pilots are put on medication or narcotics
2 possible fixes for the random crash. First related to hostile ships spawning outside world bounds, and the second related to the collision system.
Not a big update, but hopefully a helpful one to many of you! Each fighter type now has a "Target" command, above their Launch/Recall button. If used when a hostile ship is selected, they will engage that target only. If a friendly is selected, they will fly formation around that
Not a big update, but hopefully a helpful one to many of you!
Each fighter type now has a "Target" command, above their Launch/Recall button. If used when a hostile ship is selected, they will engage that target only. If a friendly is selected, they will fly formation around that ship until hostiles are in range and attack their defensive target
Dark Space will no longer be a destination of "Unknown" when not using a probe while jumping
Objectives will now show again on the UI
Current ship icon added near the abilities, to eliminate confusion on which Fleet ship you have selected
Communication Log button added, shows the last several important messages received in a sector
Made some adjustments to ensure ships won't leave world bounds
A nice, healthy update for today! 7 new scenarios, all part of the 'Dark Space' jump set Dark Space is a very challenging set of scenarios with limited options of returning to home base 3 Dark Space related Achievements added Fixed Temple scenario Fixed issue where the wrong scen
A nice, healthy update for today!
7 new scenarios, all part of the 'Dark Space' jump set
Dark Space is a very challenging set of scenarios with limited options of returning to home base
3 Dark Space related Achievements added
Fixed Temple scenario
Fixed issue where the wrong scenario and/or map could start if leaving from Home Base without choosing a destination with a probe
Each constructable fighter type is now capped at 15 ships each. If currently over the limit, those fighters are will not be automatically discarded.
Improved turret tracking when firing at fast moving targets
Final Journey now spawns 5 Freighters to carry the population, rather than transports
Work started on conveying a sense of a larger world and war going on, which will soon include new scenarios where you team up with other AI commanders for missions or visit other UCS bases
In Advanced Mode, Olympus will never leave the fleet for stress reasons anymore
In Advanced Mode, Lowered stress effects of standing orders
Some great changes/additions for you today! Greatly improved ship selection when using the mouse to select them in the world Greatly improved capital ship pathfinding. Capital ships will now go in reverse when it is more efficient to do so Raid scenario revamped, includes a COD s
Some great changes/additions for you today!
Greatly improved ship selection when using the mouse to select them in the world
Greatly improved capital ship pathfinding. Capital ships will now go in reverse when it is more efficient to do so
Raid scenario revamped, includes a COD structure now that must be destroyed. High level raids include an COD Interdictor at the back of the base
Refinery scenarios updated with new refinery model
Reduced the range of most missiles and cannons, for both UCS and COD forces
New "Overhead Camera" hotkey, defaulted to "B" on the keyboard. Quickly puts the camera above your fleet and facing downward
New "Cockpit Camera" hotkey, defaulted to "C" on the keyboard. This is a purely cinematic camera if your current camera target is any fighter or bomber, allows you to view the battle through that ship's point of view
Removed 2 turrets from the top of the normal COD Gunship
Removed 2 turrets from the bottom of the cannon version of the COD Gunship
Fixed several partially broken scenarios
Also additional notes from smaller patches since the last Announcement on Feb 1st:
New tutorial that is accessible when starting a new game
Scaled down number of ships that can spawn at a COD Shipyard
Fixed issue with not going to Home Base when selecting it when a probe was launched
Fixed issue where undocked transports weren't saving their population if hostiles had been destroyed
Boosted Hades health by 33%
Fixed issue with the turn rates of Nyx, Hades, and Deimos fighters
No longer possible to run into one of your Support Fleets right after creating it
Additional safeguards to ensure camera cannot leave world bounds
Fixed issue with the energy transfer system numbers after jumping
Asteroid scenario now scaled based on jump count
Fixed issue with not being able to recall Nyx and Deimos fighters
Fixed tooltip issues on the Research screen
Doubled Corvette turret damage
Decreased Orion cooldowns
Removed a problematic enemy ship grouping from the spawn rotation
Time between enemy waves increased based on difficulty, instead of decreased
Hello again! Let's start February off with a great update! NEW Orion class ship available, may have up to 3 in your fleet Orion class ships may not be constructed at home base, only saved when protecting any encountered friendly fleets If in Advanced Mode, one of the Specialists
Hello again! Let's start February off with a great update!
NEW Orion class ship available, may have up to 3 in your fleet
Orion class ships may not be constructed at home base, only saved when protecting any encountered friendly fleets
If in Advanced Mode, one of the Specialists allow you to start with an Orion instead of a Titan
Orion Abilities (first always available, other 3 need researched):
Disrupt Engines: Fast moving projectile that completely halts an enemy ship for a time
Scatter Sensors: Disable all hostile ship's weapons for a time
Reflect Damage: Creates a shield around the Orion, deflecting most projectiles that hit it
Enhanced Shield: Targeted friendly capital ship gains a shield that absorbs 100% of all damage for a time
NEW Titan ability: Pulse Cannon: Fires a cannon shot that pulses with AoE damage while on its way to a target, where it will explode for larger AoE damage
NEW Olympus ability: Emergency Jump: Immediately jump the fleet, even if jump timer is not ready. Requires 2x the normal jump fuel, has a chance to damage each ship in the fleet, and any undocked fighters are left behind
New Research Tree screen
Power level between Weapons and Engines is now saved per ship when jumping
In Advanced Mode, new default Standing Order is Yellow Alert when starting a new game
Major update! Advanced Mode added, can be set when starting a new game: - More challenging and start with additional ships - In addition to a Commander, select a Specialist and a Fighter Captain, each providing their own bonuses - Standing Orders provides passive bonuses and pena
Major update!
Advanced Mode added, can be set when starting a new game:
- More challenging and start with additional ships - In addition to a Commander, select a Specialist and a Fighter Captain, each providing their own bonuses - Standing Orders provides passive bonuses and penalties to your fleet - Manage stress levels of your ships and fighter pilots though various means - Pilots must be trained, and pilots with too high of a stress level are forced on medical leave or resign - Capital ships with too high of stress levels may abandon the fleet - Ships and pilots gain veterancy levels as they survive with the fleet and obtain kills, boosting their combat skills and making them more resistant to stress factors
Everything else:
- 3 new scenarios - Encounter moral dilemmas, possibly finding benefits for your fleet but at a cost - 'Call Reinforcements' ability replaced with 'Promote to Admiral', which requires the Titan, 1 Corvette, and 3 Hades and creates a support fleet of your choice that leaves and provides periodic bonuses - Fighters no longer auto-launch, and now you may launch each fighter type separately - Hot key options for abilities added, defaulted to 1-6 but can be remapped - Fixed several issues with enemy capital ship firing habits - Doubled the cooldown of 'Missile Barrage' - Increased damage of enemy missiles and cannon fire - Lots of UI fixes and polish
- 7 new scenarios! - Tweaked asteroid scenario. Asteroids are slower now, but there are more of them and the field size is more spread out - Increased the number of COD ships that can spawn - Increased Interdictor health by 400% - Additional feedback when events occur - Additiona
- 7 new scenarios! - Tweaked asteroid scenario. Asteroids are slower now, but there are more of them and the field size is more spread out - Increased the number of COD ships that can spawn - Increased Interdictor health by 400% - Additional feedback when events occur - Additional tutorial messages for several events - Lots of little fixes and tweaks
- Asteroid field scenario added - New COD Cutter capital ship added, be afraid - COD forces now engage your fleet regardless of how far away they are - Lowered Missile Barrage damage by 40% - Implemented Nyx special ability (beam weapons) - Implemented Deimos special ability (nuc
- Asteroid field scenario added - New COD Cutter capital ship added, be afraid - COD forces now engage your fleet regardless of how far away they are - Lowered Missile Barrage damage by 40% - Implemented Nyx special ability (beam weapons) - Implemented Deimos special ability (nuclear warhead) - Adjusted fleet formation positions - Added more lighting to Home Base and the main menu scene - Various fixes and tweaks
- Updated UI implemented - Clicking through both friendly and hostile ship lists in the upper right quickly changes your target and camera focus - Controller support implemented - Misc bug fixes and tweaks
- Updated UI implemented - Clicking through both friendly and hostile ship lists in the upper right quickly changes your target and camera focus - Controller support implemented - Misc bug fixes and tweaks
Another big patch! - 6 new scenarios, including home base defense and one super battle - Mining Rate research level 3 and higher now also generate fuel at home base - New Repair Ship/Repair All buttons while at home base - New Target UI next to abilities to help quickly point out
Another big patch!
- 6 new scenarios, including home base defense and one super battle - Mining Rate research level 3 and higher now also generate fuel at home base - New Repair Ship/Repair All buttons while at home base - New Target UI next to abilities to help quickly point out what is targeted by the current ship - Whenever switching fleet focus or targets, the UI behaves and reflects what would be expected - Minimum jump timer increased to 90 seconds, up from 60 - Overall difficulty clamped to 6 (it takes 40-60 jumps to get that high, depending on encounters) - Freighters now spawn at home base. Note that if home base is under attack, if a freighter is destroyed it is permanent - Fixes for fighters sometimes being destroyed in hanger upon launching - Improved responsiveness for fleet capital ships - Improved/streamlined fleet info, now includes civilians - Increased Olympus base movement speed by 50% - Adjusted several projectile ranges, some shorter and some longer - Lots of minor bug fixes and tweaking
Upcoming - Front-end gameplay options to allow accelerated start and starting difficulty, more TBD - Higher level probe fixes - More scenarios - New UI (no ETA right now, but it is coming)
Hello! My apologies for taking so long in preparing this first major update. There's more to come, however this update changes a huge amount of the gameplay by itself. Please note that UI updates are coming once the artwork has been completed. - Research can now be done at home b
Hello! My apologies for taking so long in preparing this first major update. There's more to come, however this update changes a huge amount of the gameplay by itself. Please note that UI updates are coming once the artwork has been completed.
- Research can now be done at home base, there is no longer an upgrade screen between jumps - The new flagship, the UCS Olympus, can construct ships in real time. The exception is capital ships, which are constructed back at home base. - There are 3 fighters, a repair ship, and probes available for construction - When first going into a new area, the initial combat for most scenarios has been slowed down so there is time to launch your fighters and make targeting decisions - While you still get salvage from destroying hostile ships or raiding refineries, there are now freighters that you can rescue and they remain at your home base. There they will generate resources which you can acquire by returning to home base - No longer a separate tutorial, messages are now presented in the main game and can be turned off in the game settings - A lot of difficulty balancing and bug fixes
FUTURE UPDATES - Adjusting Commanders and Specialists to better benefit the new mechanics - A new way to acquire fuel for jumping - More scenarios, including scripted ones that will not be repeated in a playthrough - Greater ship movement control - And more!
- Added Ship Assist scenarios - Added Supply Field scenario - Home base can be jumped to at any time - Upgrade screen now should only show for home base - Enemies start much further away from fleet - Fixed issue with fleet not receiving automatic decommission salvage
- Added Ship Assist scenarios - Added Supply Field scenario - Home base can be jumped to at any time - Upgrade screen now should only show for home base - Enemies start much further away from fleet - Fixed issue with fleet not receiving automatic decommission salvage
We've overhauled our controls and now The Fleets of Sol is controlled by mouse and keyboard alone. Note that all keyboard controls can be remapped if desired. Due to the many changes and some of the fixes, profile data will be reset upon getting the update. - Pan the camera with
We've overhauled our controls and now The Fleets of Sol is controlled by mouse and keyboard alone. Note that all keyboard controls can be remapped if desired. Due to the many changes and some of the fixes, profile data will be reset upon getting the update.
- Pan the camera with W,A,S,D, or by putting the mouse cursor to a screen edge - Raise and lower camera with R and F - To rotate left or right, use Q and E - To fully rotate the camera with the mouse, hold down the right mouse button - Click directly on your fleet ships, other friendly ships, and hostile ships. - Quickly cycle through your fleet with the mouse wheel - You can still cycle between hostiles and friendlies with the 1-4 keys - Click on your weapon and ability icons to give orders to the current fleet ship you have selected - Camera focus button at bottom right will lock the camera to a ship until turned off or the camera is panned - Combat focus button at bottom right will draw the combat targeting lines for each weapon for the current fleet ship, and current target if one is selected - Jump button is also at the bottom right, and the hotkey to jump still works - The fleet list, radar, and fleet information UI can all be hidden with the arrows located next to them. - Removed unneeded game options - Also made capital ships move a little better/smarter - Various other small fixes
- Friendly fire is now disabled - Fixed health going above 100% after some hull upgrades - No longer rewarded fuel multiple times at refineries - Fixed instant death within solo/bad jump scenario - Fixed various UI issues
- Friendly fire is now disabled - Fixed health going above 100% after some hull upgrades - No longer rewarded fuel multiple times at refineries - Fixed instant death within solo/bad jump scenario - Fixed various UI issues
- Greatly adjusted and balanced projectile damages and ranges - Corvette turrets now damage capital ship hulls - Fixed health percentage issues after purchasing hull upgrades - Fixed issues with ships not following some targeting orders Our next update (outside of bug hotfixes) i
- Greatly adjusted and balanced projectile damages and ranges - Corvette turrets now damage capital ship hulls - Fixed health percentage issues after purchasing hull upgrades - Fixed issues with ships not following some targeting orders
Our next update (outside of bug hotfixes) is going to revamp the entire in-game UI. We are, at least for now, dropping full gamepad support and implementing a mouse controlled HUD for a much more streamlined experience for PC. We will also be addressing capital ship movement issues.
- Fix for losing the game sometimes when jumping to a new sector - Fix for ships not gaining the correct health when purchasing hull upgrades - Repair costs halved
- Fix for losing the game sometimes when jumping to a new sector - Fix for ships not gaining the correct health when purchasing hull upgrades - Repair costs halved
- Fixed issue with commander abilities being swapped - Fixed issue where ships might not be added to your fleet - Fixed issue where free upgrades could be given - Increased salvage gains from all sources - Removed unneeded controls from control screen
- Fixed issue with commander abilities being swapped - Fixed issue where ships might not be added to your fleet - Fixed issue where free upgrades could be given - Increased salvage gains from all sources - Removed unneeded controls from control screen