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PULSAR: Lost Colony News

Beta 18.6 Release Notes

Hey everyone!

Beta 18.6 is now available!

These changes were supposed to go in Beta 19, but were released early in order to be compliant with the new EU data privacy regulations. We’ve disabled all analytics and reporting from the game until we sort out a better solution for player data / privacy settings.

The majority of changes are smaller quality of life improvements and additions.

Beta 19 will introduce new content and will be released once we do a bit more balancing and get some sounds in.

Additions
-Added an additional direction sign to the Intrepid-Class Starship
-Added direction signs to the Outrider-Class Starship
-Added direction signs to the Stargazer-Class Starship
-Added direction signs to the Carrier-Class Starship
-Added direction signs to the Fluffy One-Class Starship
-Added direction signs to the Cruiser-Class Starship
-Added an additional Teleporter towards the front of the Estate
-Added additional teleporters to Cornelia Station
-Added some pickups in a dangerous part of the Estate
-Added a custom cursor to the game, which will replace the default computer cursor image. This cursor will also change color based on the class you are currently playing as, similar to how the tab menu works.
-All ship startup switchboards now have appropriate labeling on each switch
-Atriums are now labeled as medical aid stations, to hopefully inform new players that this is where they may be healed (provided the auxiliary reactor screen is sending power to them)
-Oribit , Fixed and Hybrid pilot camera settings will now adjust based on collision in the sector (less likely to clip through and show backfaces)
-Pilot HUD now shows thrust rating
-Pilot HUD now shows reactor temp percentage
-Added a galaxy map legend, which illustrates the various sector types and faction territories / jurisdictions
-New NPC visual: Female Civilian 1 Amputee
-New NPC visual: Female Civilian 2 Amputee
-New NPC visual: Male Civilian 1 Amputee 1
-New NPC visual: Male Civilian 1 Amputee 2
-New NPC visual: Male Civilian 2 Amputee
-Added transition doors to the Sylvassi Quarter environment area on Outpost 448

Changes
-Overcharge program has been renamed to Overdrive
-Tweaked ship teleporter pads to help make them more distinct.
-Character dialogue windows now have an option for ending the conversation, alternatively you can press the X button in the corner or press R again.
-Removed the jetpack restrictions on all remaining ships, this hopefully removes some potential confusion especially for newer players
-Ship components are better labeled based on if they are contraband (red), experimental (yellow) or special (quest related, blue)
-Items are also better labeled in the above mentioned format
-Special items (quest related) can no longer be destroyed or dropped. They may still be sold, however.
-Teleporter screens no longer give the option to teleport to the ship you are currently on
-Dialogue window border has been tweaked
-Thrust Booster warp drive program now adds +6 thrust instead of multiplying thrust
-Character names and health bars are now shown through geometry within a certain distance, this may help with locating positions of crew members on ships


Fixes
-Fixed an issue with the floating robots found at The Estate
-Fixed a visual issue on the Carrier-Class Starship
-Fixed a space collision issue in Sector 0
-Fixed a few visual issues in Outpost 448
-Fixed a visual issue in Cornelia Station
-Fixed a temperature effect in the Sylvassi Quarter on Outpost 448

Thank you for your time!

Best,
The Leafy Games Team

Beta 18 Release Notes

Hey everyone!

Beta 18 is now available!

Also for the next week the game is available for 40% off!

Devlog #74: https://www.youtube.com/watch?v=Fx6m8wcNlHw

This update is focused on revamping the character art in PULSAR and adds two new playable races: the Sylvassi and robots! Player and NPC models have been replaced with a new, slightly more stylized look. This style allowed us to make a lot of extra improvements that we feel will better the experience of the game. It's different, but we're happy with the new characters and hope you guys like them too!

New Races:

The Sylvassi are an alien race that were embroiled in conflict with the humans during the Old Wars and are still recovering from those days. They possess a cloaking ability that allows them to go "invisible" for a short time, letting them flee from or reposition themselves in combat. They need a liquid methane environment to survive and are immune to extreme cold, but as liquid methane is highly flammable, they take extra damage from fires.

Sylvassi home worlds are cold and comprised largely of liquid methane, though many Sylvassi have grown up enclosed in their suits. A good number alive today are part of the first generation born free of the W.D. Corporation labor worlds since the end of the Old Wars. In the past century, more Sylvassi have begun to forge their own paths; some have joined the Colonial Union, others have found sanctuary in the Alliance of Gentlemen, and others still have pursued their own ambitions and joined the W.D. Corporation by choice.

Humanoid Robots are common in the galaxy, but are just beginning to branch out as full time crewmembers on starships. They don't gain nourishment from regular food, but a repair tool can patch them up. They are immune to all hostile environment types (no oxygen, extreme heat and cold, toxic atmospheres), though they are still susceptible to radiation.

Often employed for automated trading stations or labor in conditions that are otherwise dangerous to living organisms. Recently, however, there has been a rise of seemingly sentient machines who are joining crews and fulfilling roles that have been traditionally performed by biological persons. As robots are particularly resistant to hostile environments, they are well-suited for planetary missions and the unexpected perils of work aboard a starship.

Humans now have a special ability as well. They tend to cling to life, and once per jump a fellow crewmember has the opportunity to revive a fallen human.

Humans have recovered some of their former glory since the dark ages after the Old Wars, and they have become a prominent intergalactic presence. Their innate drive for exploration has propelled them across many galaxies, discovering new worlds and paving the way for those who would follow. Though they are ill-suited for many environments, their tenacity, ingenuity, and will to survive rival even the most resilient of species.


As for the updated character models, we wanted proper uniforms for each faction, crisper silhouettes, more customization options, and characters that could work well in nearly every lighting angle we could throw at them. Because the new style doesn't use traditional texturing techniques, it's quick to make and cheaper on the CPU. We've made an interesting shader that allows us to forgo many of the textures the previous characters needed, which reduces the number of draw calls per character. We optimized the NPC character rigs for the same effect.

We’ve also taken a look at player progression and offering new customization unlocks for certain accomplishments or milestones within the game (no micro-transactions or loot boxes needed). Flaunt your accomplishments, if you so choose.


Additions
-Play as Human, Sylvassi or Robot crewmembers
-New appearance menu and more unlockable cosmetic items
-Sylvassi can cloak themselves to prevent enemies from targeting them for a short time, this personal cloaking field is shut down if the player shoots their weapon, similar to ship cloaking.
-Robots can be healed with repair tools
-Humans can be revived once per jump
-New Statistics menu that can show various info about your time playing the game. This can be accessed from the main menu.
-You can now access the character appearance / customization menu from the main menu
-The Barber is now a place where you can change your race/appearing during play. Since there are mechanical differences to each race now, we’ve decided to only allow in-game changes through the Barber located in the major hubs of the galaxy.
-New AI Behavior: Revive Crewmate
-New AI Behavior: Repair Crewmate
- Sylvassi AI characters should cloak themselves automatically when their low on health
-New AI Custom Event: Repairable crewmate is nearby
-New AI Custom Event: Repair gun is equipped
-New AI Custom Event: Nearby crewmate can be revived
-General AI Tweak: The “Close To Captain” Behavior stops bots from continuously running around when they are near you. They are more likely to stand near you calmly now.
-Status screen has been added to Outrider engineering bay
-Added a splash screen with various logos and a photosensitivity warning
-Game Options menu now contains option for profanity filter. It will be on by default.


Character Art
-3 Human Male Faces
-3 Human Female Faces
-10 Human Skin Colors
-11 Male Hairstyle Options
-8 Male Hats
-10 Male Facial Hair Options
-12 Female Hairstyle Options
-8 Female Hats
-26 Human Face Prop Variants
-New Uniform: Colonial Union (Human male and female)
-New Uniform: W.D. Corporation (Human male and female)
-New Uniform: Alliance of Gentlemen (Human male and female)
-New Uniform: Fluffy Biscuit Co. (Human male and female)
-New Uniform: 2 Civilian variants (Human male and female)
-3 Sylvassi Faces
-10 Sylvassi Skin Colors
-7 Sylvassi Head Markings
-7 Sylvassi Face Props
-New Uniform: Sylvassi Suit and Helmet
-6 Robot Heads
-10 Robot Paint Colors
-New Bodies: 4 Robot Humanoid Bodies
-New shoulder light and flight pack meshes
-New player movement animations
-New interaction animations
-Over 400 NPCs have been replaced with the new style and animations across all planets, stations, ships and hubs.
-All metal bandits have received the art update too


Changes
-Colonial Union hub “Outpost 448” has been revamped. It is slightly more consolidated and now includes Sylvassi quarters, a hydroponics lab, and a Fluffy Biscuit shop. Certain NPCs have been changed, removed, or had their dialog updated.
-NPC names now show up over their heads when looking at them
-New mission visual indicators when an NPC has a mission available
-New mission visual indicators when an NPC has a mission to complete
-Handheld scanner also displays mission indicators to help you find important NPCs
-Added more props to certain sections of Cornelia Station
-You can now see your character during the class select menu and can make modifications to your appearance before joining the game.
-Status screen has been added to the engineering section of the Outrider-class starship
-All Exotic shops will now deal in Contraband items (selling and buying them)


Fixes
-Fixed visual issues that caused players to disappear when on ships
-Temperature fixed in abandoned WD Destroyer
-Dark Drive should now show up for sale in exotic shops
-Fluffy Biscuit factories now sell biscuits
-Fixed a collision issue found on a WD toxic waste planet
-Fixed a collision issue on CU toxic planet
-Fixed a visual error on the CU warp coil refinery
-Fixed a visual error at the interdimensional research station
-Fixed a scrolling UV issue in the borthix lab on the Estate
-Fixed some potential typed input issues when typing in the chat box
-Fixed a collision issue found at the Burrow
-Fixed a visual issue found at the Burrow
-Fixed a visual mismatch for a nuke ship component



Thank you for your time!

Best,
The Leafy Games Team


Beta 18.1 Release Notes

Fixes
-Sylvassi cloak input binding no longer requires resetting input bindings
-A few small changes to prevent some internal exceptions that were reported

Beta 18.2 Release Notes

Fixes
-Fixed Fluffy Biscuit ship ranking board
-Scanner IK / animation updates to improve positioning

Beta 18.3 Release Notes

Fixes
-Fixed extractor UI

Beta 18.4 Release Notes

Fixes
-Fixed Fluffy Biscuit creation station UI on Fluffy One
-Improvements to help avoid teleportation issues and stuck in ground issues
-Fixed bots targeting friendly ground turrets

Beta 18.5 Release Notes

Fixes
-Fixed Fluffy Biscuit crate remaining UI on Fluffy One
-Tweaked camera properties to make handheld scanner more visible when using it
-Fixed AI priority override menu issue preventing edit button from appearing

Beta 17.3 Release Notes

Hey everyone!

Beta 17.3 is out! It contains various changes and fixes.

Changes
-Component extraction interface now has a small cooldown after each extraction attempt to prevent multiple extractions at once
-Auto saving timing tweaked to be more predictable (timer resets each game load)
-Scanner is now automatically equipped by Scientists when starting a new game

Fixes
-Fixed some collision issues that caused AI to see/shoot through some ship doors when closed
-Fixed some sun/star flare issues on Mac/Linux platforms
-Fixed some loading issues with player inventories that could cause equipment to not correctly be synced/ordered
-Fixed damage issue when players/bots are teleported in the Sandscar Arena
-Fixed scanner issue that showed pickups when none were available
-Fixed issue with enemy ship hostility system that caused them to become hostile to each other too easily
-Fixed issue with drone modifier random setup that caused only one type of modifier per sector
-Fixed issue with probe flares being visible during warp / on planet surface
-Crew bots of other factions than Fluffy Biscuit can no longer sell biscuits
-Fixed a visual issue on the snow terraformer planet

Thank you for your time!

Best,
The Leafy Games Team

Beta 17.2 Release Notes


Hey everyone!

Beta 17.2 is out! It contains various changes and fixes.

Resetting your default keybindings will allow players to further customize their piloting settings. New optional bindings allow pilots to access maneuvering thrusters without toggling maneuvering mode. This allows pilots to potentially access both maneuvering thrusters and rotational thrusters while piloting in manual mode, which was not possible before.

One of the less noticeable changes we’ve made is move a few random elements to be more deterministic. This means that while they are still random, they act predictably during reloads (reloading a save and warping to the same sector will yield the same ship with the same components installed, it will be in the same location and will drop the same components / scrap)

We’ve also added a way for crews to make an enemy ship neutral before claiming it, allowing a bit more flexibility than before. More information about that below.

Additions
-Added a new temperature unit you can choose to display temperature with: Kelvin
-New behavior for SciBots: will occasionally fire probes and rotate sensor dish looking for things in a sector
-A new step is added in the claim ship process - after capturing enough screens and heading to a status screen, you must now remove the enemies claim before you can place your own. We think this will be a valuable additional step because it now allows you to prevent enemy crews from respawning as well as allow you to extract components from the ship and perhaps steal cargo if it has any, all while keeping your original ship claimed and preventing you from getting a “flagged” status.
-New Ship-wide notification: Removed enemy ship claim
-New Ship-wide notification: Ship claimed
-New sub-priority for Scientist’s Man Station (found under behavior tweaks) : Search for ships - the scibot will continually search around using the sensor dish, and will fire probes when this sub-priority is the highest one in main priority

Changes
-Enemy ship components are now more deterministic
-Enemy ship modifiers are now more deterministic
-Enemy ship component chaos boosts are now more deterministic
-Scrap is more deterministic
-Ship starting locations should now be more deterministic

Fixes
-Fixes a few reported issues with the sensor dish
-Fixed an issue that may damage players and bots when switching from an interior to an exterior area or any time a pawn is instantly moved without using a teleporter
-Fixed a sound issue that caused players to hear and see probes fired on planets
-We’ve done some work making sure graveyard assets are despawned properly, let us know if any of you continue to have issues
-Fixed an issue that might prevent players or bots from properly exiting the sensor dish when they lose their claim or when they are removed from the game
-Fixed issue that could cause AI priority data to not be reset when the player quickly started a game after selecting upgrade in the AI version upgrade menu


Thank you for your time!

Best,
The Leafy Games Team