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ALPHA 18 Dev Post 3



Hi everyone. We are still working on ALPHA 18, and while taking a bit longer than we had initially hoped, we think it has been worth doing it all together in this one update. Here is what we've been working on since the last dev post.

Projectiles and Physics



We have been re-examining some of the existing physics effects in the game, and how that affects combat. We have also been tweaking networking of player vessels (mostly affecting multiplayer). We have also been looking at projectiles.

What we have now is the ability to more easily move vessels via physical forces, whether that's caused by environmental or weapon effects. Players will now be able to push each other more easily than before, and similarly be able to group up and push larger objects together. Also explosions (reactors, torpedoes, etc) now will affect ANY object within a radius and can cause damage.

Projectiles have been improved a number of ways, with different effects being data driven via the templates and very customizable. This now means things like projectiles that track & seek targets and projectiles that "glom" on and slow the target down like a giant anchor are possible. It also allows the introduction of mines--stationary, eternal projectiles that can be saved across game sessions--that can cause all sorts of mischief and headaches for players and AI alike.

Energy



Finally, we have been working on energy draining, so now it will be possible to reduce or cause temporary deactivation of components. Why destroy a tile, when you can just drain its energy and then steal its cargo? This should open up a number of new possibilities for game play.

We have also added a number of performance improvements in regards to logging, namely item and template loading. These changes should improve logging from anywhere between 200-350% faster.

We're still working towards that Pre-Release build, and once we have something ready to test, we want to get it out there for initial feedback. All I will say is it will "as soon as possible".

ALPHA 18 Dev Post 2


Hi everyone. Another dev post!

We are revealing some of the other new features for ALPHA 18. Since the focus of the update is combat improvements, we have been working on ways to either expand combat capabilities, or improve the combat experience.



First off, in the "improve combat experience" section, we have added the "Lock On Target Window". This is a small, resizeable window that can be toggled on and off (and is completely optional) that will give you a view of whoever you have selected. This should allow you to have a better idea of the condition of your target, and help with aiming as the window can be clicked on, which brings us to the second new feature: tile lock-on targeting.

(Explorer Union intelligence provided an image enhancement from a recent covert scouting mission)

You can now right click and select a specific tile to target. Once done, you now focus on flying and navigating, while the aiming computers do the rest. It is still possible to manually fire weapons if you wish, so the freedom and flexibility for even more clever trick shots remains.



The next new feature is based off community response. You have asked for it, and now the time for it has arrived. Control groups. You now have up to 10 control groups to assign weapons to, for selective firing. It is also possible to fire all groups if desired. Sadly, moving individual items to the action bar is now lost, but our data suggested hardly anyone utilized it, and items are still usable from inventory as they previously were.



Last but not least, the new weapon type: Pulse Cannons. These weapons require a charge up phase, and expend massive amounts of energy at a specific location. They prove to be inaccurate against fast and nimble targets, though that can be compensated for with masterful targeting. They have an "aiming phase" where the weapon can be aimed, an "armed phase" where the target position is locked and charge up begins, and a "firing phase" where the weapon discharges. These series of weapons also feature a new form of splash damage, linear splash damage (as opposed to radial splash already seen in reactor explosions or torpedo hits), where damage will now propagate in the direction of aiming.

We have also decided against putting drones into the game. We did some initial testing, and felt it was not right for the game, in the scope we were aiming for. We feel that with the target window and tile lock-on we accomplish similar outcomes. We will also be looking at making certain mining lasers be able to automatically pick up ore, rock and crystals.

We have a few more things we want to work on adding, as well as making the AI somewhat compatible with the new weapon types, so it will be a few more weeks at a minimum. But we may put the first Pre-Release test build out as soon as next week for players to try out the new weapons, help us test for bugs, and give initial feedback. Have a good weekend!

Alpha 18 Dev Post


Hi everyone! We're in the midst of ALPHA 18 development, but it's time for a news post.

Part of the new combat update, and the first of two new weapon types, we're happy to introduce: The Gattling Gun.

It's a weapon that is fast firing, short to medium range, and with a fairly wide spread. Unlike the beam laser, it will always fire it's maximum distance, so you'll need to be careful with collateral damage. In its current form, it requires energy, so no separate ammo to worry about. We may ultimately add a subtype of gattling gun that does require ammo, but we haven't made a final decision yet.

We've got another weapon type we're working on at this moment, and should be ready to reveal it next week.

So far ALPHA 18 is shaping up to really enhance the combat portion of the game, both in terms of weapon choices as well as other features we haven't revealed yet. We're both quite excited.

ALPHA 17 Released - Ships within Ships



ALPHA 17 brings Hangars to your arsenal. Hangars allow you to dock vessels within vessels. Great for bringing along your small nimble mining ship along with your large high warp carrier. This ALPHA also contains a number of performance improvements and bug fixes.

For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post

ALPHA 17 Pre-Release Build 1 Available



ALPHA 17 is all about Hangars. Hangars add the ability to dock vessels and other objects inside your ships and will travel wherever the host ship travels.

If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/16/1743358239842340350/ and how to access it here: https://steamcommunity.com/app/416240/discussions/16/1743358239842337793/