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Stellar Warfare News

Menu GUI updates

  • Photoshopped new borders for GUI menu elements
  • Updated wave setup menu
  • Updated skirmish menu
  • Updated base assault menu
  • Updated Hunter Seeker description
  • Updated the unlocked ships menu visuals and borders
  • Changed background color to blue of unlocked ships menu
  • Changed campaign select background to blueoptiontwo
  • Added @Admiral Algor (GMT+3) @Admiral Atrixsanna and @Admiral Brackman (CEST) to the credits
  • Added the text 'Select a ship to display its statistics' in the top menu of the unlocked ships screen

New map & Hunter Seeker Drones!



The main changes:
  • Added new map: Serenity
  • Added new ship: Hunter Seeker. Slow moving, relatively expensive, low health but huge area of effect damage.


Other changes:
  • Added fix for the automatic engagement range
  • Implemented damage modifiers and new Heavy frames balance that was approved on the test client.
  • Fixed the offset for the players entries on the score screen.
  • Moved 2nd weapon slot of Jaeger to the bottom
  • Now disabling UI in the campaign mode will also hide campaign specific UI elements.
  • Added 2 seconds delay for every specific unit VO. Now there will be no possible "moving", "reporting", e.t.c. VO spam not matter how fast you click those buttons. Implemented functionality to set the delay time in the settings. Will be added with the options UI rework.
  • Tested new additions with profiler to make sure they are not creating significant extra script load on CPU.
  • Refactored timers in the campaign Mission 3 @HessXXX @Admiral Atrixsanna
  • Addressing new Heavy ships balance in campaign: mission 7 now will have only 1 heavy ship per 4 enemies spawned (previously was 3); mission 8 now has increased by 30 sec ship spawn interval (back to vanilla one).
  • Fixed amount of spawned ships in mission 7 not increasing per new wave.
  • Addressing new economy balance: mission 7 now has 2 anomalies; mission 8 now has 3 anomalies. @Admiral Brackman (CEST)
  • Found graphical bug: when more then one objects uses distortion shader GPU renders properly only furthest from camera.
  • Replaced green black holes in missions 7 and 8 with regular ones. @Admiral Thomas
  • Found and eliminated 'ghost turret' making progression counter show wrong max unlocks number.
  • Fixed Pulvelizer having switched values of volley size and damage per missile.
  • Implemented council changes for Fish and Spear ship frames.
  • Tweaked black hole effect a bit
  • Spear got back to 80 HP after consultation with the @High Council
  • Limited voice over lines more
  • Eradicator: changed weapon fire distance to be closer to minimal engaging distance
  • Eradicator changed weapon fire distance
  • Tested and confirmed that Eradicators can and will target any building as intended. Damage sync over network written by Thomas works correctly.
  • Eradicator turn rate is set to 10.
  • Changed Hunter Seeker thumbnail
  • Updated background planet color
  • Updated background planet moon colors
  • Checked if hunterseeker ship color changes properly (it does)
  • Hunterseeker charge + hunterseeker detonate effects and sounds are now network synced
  • Hunter seeker ships now unset camera follow upon detonation and don't show a regular wreck and explosion since that's detrimental to the AOE attack they deal


[previewyoutube][/previewyoutube]
Don't forget to join the discord and support the project!

Eradicator anti building Platform & new maps

This week I've added the Eradicator and a whole bunch of other changes.

[previewyoutube][/previewyoutube]

See them below:

  • Limited repair amount per tick to 50 HP per 5 seconds to prevent super-high health units from becoming overpowered if paired with repair cruisers (was 35).
  • Ships being repaired by repair beacons, repair cruisers or repair zabu's will now heal for 10% per 5 seconds with a max of 50HP per 5 seconds.
  • Implemented new method for audio management to prevent audio popping and create a more smooth experience
  • Ships with built in self-repair will now heal for 15% per 5 seconds with a max of 75HP per 5 seconds.
  • Uploaded 'More powerful heavy ships' branch to the steam test server for backers to check out/playtest
  • "Can't build here." Disallowed building an Anomaly Extractor near the another one. Effectively limiting them to one per anomaly.
  • Removed Shipyard from the boostable by escalation structures buildings.
  • Checked if new steam versions for live and test server worked in MP
  • Added new map: Aquatus
  • Added new map: Infernus
  • Added new map: Emeraldus
  • Placed the right planet for Aquatus
  • Added the right planet for Emeraldus
  • Moved lava planets back further (too big/bright)
  • Changed the map for the tutorial to Orion instead of DeepSpace
  • Added blue range indicator bug to Algor his todo list with an elaborate description regarding when it occurs and how to probably fix it
  • Created a new ticket for the 'audio popping' in battle as descriptively as possible. I dont know how to tackle this yet. Will look into.
  • Added map selection to the SP game modes.
  • Turned off map randomizer in the SP game modes.
  • Double checked if lobbies in all game modes works as intended with a new functionality.
  • Implemented popcap for AI
  • Added Random map option to the single player map selection. Map will be randomly chosen from the map preset list.
  • Implemented Random map option for the MP game modes.
  • Added debug lines to trace aiming bug
  • Fixed Wave interval Slider in the Coop Wave defense. Most likely was the source of waves "desyncs" reported in that game mode.
  • Player entry labels now all has same font.
  • WRI circles now properly hide on the cinematic camera and toggled UI.
  • Fixed Tirqa using wrong projectiles of the medium weapon type.
  • Fixed Tiamat using default projectiles making it's shots not noticeable in the battle.
  • Tested new projectile styles over the network.
  • Fixed Direct control mode affecting another ships owned by host (both under their control and AI)
  • Fixed Direct control mode affecting clipping
  • Fixed Direct control mode storing previous target movement position leading to ships "running away" after exiting direct control mode.
  • Added rank icons to the game in preperation for future Veterancy functionality
  • Added rank icons to the game in
  • Disabled distance culling for player's units under direct control. (Fixed rare bug of units disappearing after 'steering' in the direct control)
  • Fix will be pushed to the git right now and uploaded by @Admiral Thomas .
  • Implemented all suggestions from the-council channel. @High Council
  • Fixed Wave Boss (Enemy Flagship) collision model.
  • Fixed ESC menu no longer pausing the game
  • Fixed Arteus Enhancer not giving speed boost to some ships based on the deprecated ship class.
  • Fixed fighters and bombers not adding to the targets list on respawn after death or docking. Leading to them being ignored by the enemy fighters
  • Fixed carrier squads some times not being added to the targets list in the Single Player game modes.
  • Added possibility to re-engage returning to carrier squads in combat if there is new target in range. It fixed fighters bug when they were released and returned back to base immediately.
  • added laser sounds for a new ship
  • Fixed audio cackling by added a limited to the custom sound player
  • Set SP default map choice as Random
  • Added first ship with forward facing shield and weapon (Eradicator)
  • Eradicator now play sounds while attacking
  • Added Eradicator start effect
  • Added Eradicator end effect
  • Added Eradicator sounds
  • Tested Eradicator forward shield functionality
  • Temporarily made the Eradicator unlocked as a default ship
  • Added Eradicator Thumbnail
  • Eradicator impact point is now the actual impact point
  • Disabled Eradicator shield on spawn to prevent shipyard clipping
  • Added manual description for bombers and eradicators ingame since they lack information about weapons so this fills the tooltip a bit

GUI tweaks & Heavy Ship update preview

Been a busy week! Here are all changes we've made to the game;

  • Updated ship editor interface
  • Photoshopped a bunch new GUI elements for various menus and buttons
  • Fixed timers in the mission 2.
  • Now player's can't complete it before defeating all waves and the Flagship.
  • Fixed yet another timer bug which was preventing players from completing mission 7.
  • Unless the were really fast in killing the last wave. Like 20+ heavies in 2 seconds fast... 😅
  • Refactored mission unlocker. Now if player finished Mission 4 in the previous build - they will have all missions below unlocked.
  • Merged changes into the develop branch.
  • Checked if I had removed the accidental loot-spawn in missions correctly
  • uploaded campaign hotfix to steam
  • Hotfixed lose trigger in the missions 6, 7, 8
  • Fixed narrator being too optimistic about our victory chances in the mission 8.
  • Now there should be no enemies before they can relax.
  • Added additional logic to the mission 8 so its objectives will be less frustrating.
  • Repositioned some starter structures for missions 7 and 8.
  • Mission 8. Now camera focus triggers only for the first alien structure
  • Mission 1. Moved trigger in front of the shipyard. mIncreased weapons range of it to 300.
  • Fixed Hawk thumbnail icon issues.
  • Added objective counter text element to all campaign missions.
  • Updated wave spawner logic so we can add more or less then 10 waves in the Wave Survival game mode later.
  • Added objective tracker to the mission 5.
  • Mission 7 tracker enabled.
  • Polished mission 7 objective triggers.
  • Mission 8 now have objective tracker as well.
  • Fixed weapon mount points on Towerer.
  • In-game test with magma cannons just to make sure.
  • Merged all fixes and QoL additions to dev brunch.
  • Mission 7 now has limit how close to the previous one it can spawn the new wave.
  • Mission 8. Removed possibility for alien structures to be spawned on each other.
  • Increased power and metal cap in Battle Royale and Base Assault
  • Changed mission 1 mining outpost to look more like a mining outpost
  • Set font size of ship name to better fit the unlocked frame icon. @Admiral Thomas @Narzafa
  • Added a border around healthbars
  • Added little marker to the suppressed alien structures in the mission 8.
  • Implemented approved council suggestions.
  • Added slight border to healthbars
  • Fixed darker background for healthbars



On the test server we currently have;
  • Limited repair amount per tick to 50 HP per 5 seconds to prevent super-high health units from becoming overpowered if paired with repair cruisers (was 35).
  • Ships being repaired by repair beacons, repair cruisers or repair zabu's will now heal for 10% per 5 seconds with a max of 50HP per 5 seconds.
  • Ships with built in self-repair will now heal for 15% per 5 seconds with a max of 75HP per 5 seconds.
  • Heavy ships costs twice as much
  • Heavy ships now have twice the health
  • Heavy ships now fire 33% faster to make them feel more like space fortresses


After the project backers are done testing those elements on the test server they will be put on the live server as well. Likely next week or the week after.

Ingame GUI visual improvements (and ship editor)

Improved visuals of the Orion map this week and also improved some ship editor and ingame GUI visuals. Some still need to be done, but its already another improvement upon the previous iteration.

We also unlocked the last 3 WIP campaign missions for the singleplayer campaign. Coop campaign is planned for later as a continuation of this SP campaign.

  • tweaked minimap visuals
  • added bordres to the selected unit thumbnails
  • updated loot visuals
  • updated ingame toggle buttons borders
  • tried out factions experiment/test
  • updated borderson all ingame construction buttons
  • updated visuals on top-right ingame menu
  • updated unlockedships menu visuals
  • changed welcome message in ship editor + photoshopped its background
  • updated ship editor interface
  • fixed AI repair ships and structures not repairing AI units
  • victory/Loose message moved up a bit so now it will not block the menu window and players can leave before it hides
  • photoshopped a bunch new GUI elements for various menus and buttons
  • updated chart bars in the fleet editor to be dynamic and draw from the actual values


Weapons now deal damage by this logic:
x 1 to the same armor type
x .33 to the neighbor armor type
x .25 to the far different armor type