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Stellar Warfare News

Supership Behemoth & End of Days

New features
- Added Behemoth and End Of Days super ships to the abilities menu
- Added Antibuilding missile launcher to the shipyard to the abilities menu
- Added Bloom Intensity and Radius sliders to main and in-game options (due to it often being requestd, not because the lead developer thinks it looks better)
- Added Minimap Size slider in the in-game options menu
- Hosts can now kick players from the multiplayer lobbies
- It is now possible to rotate ships in the fleet editor menu using all axis. Use LMB or MMB to rotate and/or reset ship rotation

Reworks
- Ship Direct Control mod now has new controls, new UI, dedicated page in the in-game options
- Players now can select targets to focus in the Direct Control by clicking on them
- Ships now has new navigation and movement logic that should fix all known issues with acceleration or/and rotation
- Minor updates to the selection circles and movement markers
- Updated values of price reducing utility modules
- Updated refinery description
- Plasma defense fortress price changed to 600/600
- Updated map descriptions and balanced enabled anomaly positions
- Floating text now has specific color for metal and energy gained
- Laserdef burstsize reduce from 4 to 3 Laserdef cooldown increased from 30 to 45. Both of these changes are made to make missiles slightly more effective in protracted battles.

Fixes
- Fixed bomber damage in Single Player game modes
- Fixed selecting allied units by double clicking on the allied buildings in the Multiplayer game modes
- Removed weapon chart bars showing on ship frames in the ship editor menu
- Fixed AI units 'freezing' in one place some times
- Fixed transport sound some times not playing correctly in BR
- Fixed players joining password protected lobbies via Find match
- Shipyard and anomaly extractors no longer can be escalated/boosted
- Fixed units stay in selected list after death.
- Fixed Matter Generator producing not enough metal
- Fixed escalation boosters not properly working on the refinery in some rare cases
- Heatsinks and Reload Cycler now has proper icon
- Fixed Stinger ship frame not able to change color
- Fixed enemy Eradicator and Hunter Seekers not having unit icons
- Fixed Megarepeater projectile color
- Fixed audio settings reader rare bug
- Fixed Mastodon turrets levitating over the frame

Shipyard Rally point

  • Fixed incorrect camera focus on the control group number double tap.
  • Fixed bug of units getting movement commands when player interacts with the GUI. (Minimap movement commands still work).
  • Added possibility to set shipyard's rally point by clicking on minimap or objects (it will not update for moving targets).


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