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Approaching Infinity News

Version 2.1.0b and the Shipyards DLC

[p]In preparation for the launch of the new Shipyards DLC, I bring you fixes, changes, and new features. Please update to version 2.1.0b today![/p][p][/p]
Shipyards DLC
[p]Design your own starting ship! Spend points to assign stats like hull, speed, and cargo. Then assign weapons and devices from everything in the game. Start with 2 singularity launchers, a warp breach, and a quantum constrictor, or any crazy combo you can think of![/p][p]All space stations will have 4 ships for sale instead of just one, and you can tow 5-deck shipwrecks in exchange for shipyard tokens that increase the number of points you have to spend on your next ship. Finally, the new Shipwright can upgrade your unique ship so you never have to part with it.[/p][p][dynamiclink][/dynamiclink][/p]
Ship Design Contest
[p]Using the Shipyards DLC, design the most interesting ship. But what's the most interesting ship? You decide. But I'm not looking for "best stat min-maxing"...[/p][p]I'm looking for creative combinations of built-in devices, starting equipment, and stats. Think of something you like to do and make a ship that does it better than any other.[/p][p]Submit entries on the sharing thread (here). You have until the end of the year. But what's the prize? [/p][h3]The most interesting ship will become a new unlockable starting ship! [/h3][p](And if there's a DLC you don't own, I'll send you a key ːsteamhappyː)[/p][p][/p][p][/p][h3]It's not all just about DLC though...[/h3][h3][/h3][p][/p]
NEW FEATURES FOR EVERYONE!
  • [p]On the new game screen where you select your ship, you can now mouse-over tool-tip the various stats of the ship for a brief explanation.[/p]
  • [p]I created a new kind of cave level: the Metallicum Mine. They appear on level 7 of barren and molten planets.[/p]
  • [p]I added 9 new devices: spike field, envirodaptor, guest quarters, survey module, recyclotron, hoverboard, lockup, cuff'em, and MonsteRelax™.[/p]
  • [p]David made lots of new art for shields, sensors, engines, warp drives, and reactors.[/p]
  • [p]I created the "Cage Grenade". It has 0 radius and traps creatures for collection with creature cages.[/p]
  • [p]Intelligent beings can now be found in cells on shipwrecks. You can free them and help them get back to their people. If you have the Guest Quarters device, you have more options and better rewards.[/p]
  • [p]If you are carry refugees (from dying ships or released from cells), you can hail a ship of their faction at close range to transfer them over and complete the mission.[/p]
  • [p]New ship weapon: Ion Missile. Seeker missile with an ionic warhead designed to cause critical hits even on shields.[/p]
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FIXES
  • [p]After you launch escape pods, you will be able to buy a proper ship (Not just a "garbage scow", SORRY!)[/p]
  • [p]If you've unlocked the special faction officers on one computer but the unlocks don't transfer to a different computer, the game will now unlock them if you go to the achievements screen.[/p]
  • [p]Fixed a bug where you couldn't salvage a device in the inventory screen if it was also one of your built-in devices.[/p]
  • [p]Hard hat effect and device had some wrong values, they have been fixed.[/p]
  • [p]Red-eye raiders can no longer be put into creature cages.[/p]
  • [p]Savior beacon is now 100% classified as an away team device, and the art reflects this. It is still installed in a Tentaculon ship (they have their ways).[/p]
  • [p]I tried one more thing to avoid the hang when going into star temples.[/p]
  • [p]I fixed phantom templars (they were just sitting alone in the corner).[/p]
  • [p]I (at least partially) fixed a weird occurrence with the tourist quest where it thought you were done but also still had another destination.[/p]
  • [p]I discovered and fixed some bugs in navigating the "Classic Plus DLC" ship selection screen.[/p]
  • [p]Arrest skill should now work against red-eye raiders.[/p]
  • [p]You can finally look at the away team's installed device in the inventory screen.[/p]
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CHANGES
  • [p]When starting a new game, a ship's "Planet Scan" stat will boost the quality of your away team gear.[/p]
  • [p]Your first Remnant encounter in each new game will come with a warning instead of a spawn.[/p]
  • [p]I added which faction wants an art piece directly to the art's description in the inventory.[/p]
  • [p]Beastmaster (Gruff officer power) now tames twice as many creatures per level, to make it more useful.[/p]
  • [p]Gun Runner asteroid base room now only needs 10 small arms to build instead of 50.[/p]
  • [p]Star temples will once again be furnished.[/p]
  • [p]More locations just got essence doors...[/p]
  • [p]Consumption Engine (eater device) now absorbs nebula by default.[/p]
  • [p]Nebula scoop removed from Eater starting ship "ravager", replaced with Cyclic Capacitor (+33% beam weapon damage).[/p]
  • [p]Creature cages device can now hold up to 3 different species of creatures instead of just 1.[/p]
  • [p]Arrest skill does not work on "boss" creatures (big bad, etc.)[/p]
  • [p]"Naturalist" skill now affects different creatures at levels 2,3,4. Predators moves down to level 2, but silicon and insect move up to level 3. Slime moves to level 4 with energetic/elemental creatures (undocumented!)[/p]
  • [p]MAJOR CHANGE: "Another Volley" (red activated skill) now doubles weapon cooldown time upon second firing, so you'd better be sure you can kill your target![/p]
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Shipyards DLC Beta Test

The Shipyards DLC is coming Nov. 17th:
[p][/p][h3][dynamiclink][/dynamiclink][/h3][h3]And you can test one of its major features right now:[/h3][p][/p]
Design Your Own Starting Ship!
[p][/p][p][/p][p]Spend points to assign stats. Extra hull or super speed? 3 weapons, long-range sensors, or an extra million credits? There's no charisma, so what's *your* dump-stat? Oh wait, there's "Rep Boost"...[/p][p] [/p][h2]Then choose from 34 new ship pictures, and assign any combination of weapons and devices you want![/h2][p][/p][p][/p][h3]This is a limited-time beta with some special conditions: [/h3]
  • [p]You have to start a new game.[/p]
  • [p]It won't affect your existing saves.[/p]
  • [p]The games won't be playable once this beta test ends.[/p]
[p][/p][p]It also doesn't include other features from the DLC, like the Shipwright or multiple ships for sale in station shipyards. It's just to test out the ship-building aspect. I'd like your feedback. How does it feel? Are there too many design points or too few? What's the best design you can come up with?[/p][p][/p][p]This thread should serve as the feedback hub for the beta test. Got something to say? Post it in the comments![/p][p][/p]
How do I join this beta?
[p][/p][h3]Library > Settings >Properties > Betas > Beta Participation > Shipyards[/h3][p][/p][p](You might need to try to join one of the "private betas" first, but there is no password, so just hit "check code" with it blank if the Shipyards beta doesn't show up.)[/p][p][/p][p]Here is a visual aid of the process, edited from a very helpful one created by Steam player JC:[/p][p][/p][p][/p][p][/p][h3]This beta will last about a week, ending approximately Nov. 12th.[/h3][p][/p][p][/p]
Try it.
Tell me what you think.
And have fun!
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New Features For All Players

[p]Greetings space captains. Today version 2.0.20c1 is released for all players. I hope it will be the stable standard while I plan out the next few months of continued development.[/p][p][/p][h3]So what do you get in 2.0.20c1?[/h3][p][/p]
Builds & Creature Cages
[p]I talked about these at length in the last beta update but they apply to everyone now. Suffice to say you can take creatures from cages on shipwrecks and sell them to stations or release them into the wild. And you have new options for managing your ship components, devices, and away team load-outs.[/p][p] [/p]
New Game Start Options ("Mods")
[h3]"Cheats" are out, "Mods" are in![/h3][p][/p][p]When starting a new game, cheats are now called mods (because some of them are actually harder), and starting with asteroid bases has been moved to this screen.[/p][p]But we also have 3 totally new options:[/p][p][/p][h3]Random Races[/h3][p]Ever notice that you always encounter the same few factions in the early game, but the Firax and Unifiers are out in the high 20's? Sure it's random to some degree, but it's also predictable.[/p][p]Not with "Random Races"! Any race can appear in any sector. I highly recommend checking the warp screen before you go someplace new, and be on guard! I've seen Narcratu and Eaters in sector 1.[/p][p]But it's FUN. Try it.[/p][p][/p][h3]No Level Limits[/h3][p]This is another one that will drastically affect your early game. Normally, monsters, weapons, and devices all have "minimum sectors" where they appear, giving the game a certain amount of natural progression.[/p][p]With "No Level Limits", those are (mostly) removed. You could potentially find a singularity launcher in sector 1, but also meet a lava-blob or caerban in sector 2... The only limit that still applies is that you can't encounter really big ships for the first few sectors: they can one-shot you[/p][p]This mode removes other more subtle limits too, like ones affecting what kinds of sectors and quests can be generated. This will change your game.[/p][p][/p][h3]Finite Resources[/h3][p]Are your red-shirts really just a meat-shield? Well, not if there were only so many crew for hire in the whole galaxy! [/p][p]"Finite Resources" mode limits the total number of crew and supplies that you can get from every station, and they never replenish.[/p][p]It will definitely add to the challenge...[/p][p][/p][p][/p]
No Rest To Heal In Hard+
[p]I'll admit it: Approaching Infinity is pretty easy if you know what you're doing. Spending 40 hours in Jupiter Hell really helped to drive that home. They're 2 vastly different games, and I have no desire to emulate that game. But I like to have something for everyone, and that includes players who want more challenge.[/p][p]So no rest to heal on away missions in hard and insane games.[/p][p]Unless of course you have the "self sealing suits" device, or the "field medic" skill. Or a medkit. Or the "heal" cyber-skill. Or a healing artifact. Or the operative's "fieldcraft" skill... [/p][p]As it turns out, there are quite a few ways to get healing. This is just one more way I'm trying to improve the lives of those poor red-shirts and make you FEEL THE BURDEN OF COMMAND![/p][p][/p][p][/p]
What's Petrichor on Pluto?
[p]Planets now have smells! It's just flavor text. Aroma text? Anyway, this is mostly apparent on terran planets, especially disease-free UHO ones. Go ahead, open your helmets! You might also smell something if you get a suit puncture on another type of planet.[/p][p]Maybe someday it will be an achievement: "Smell 10 Planets"... 🤣[/p][p]This was inspired by a book I read in the hospital in the 90s. I swear it was one of the Foundation books... they talked about how every planet had a unique scent.[/p][p][/p][p][/p]
Other Changes
  • [p]When a faction is "on a search mission" on a shipwreck, you might find what they're looking for in a container, and they will offer to trade for it. If you decline their offer, you can instead take it to their enemies (a certain other faction). If you make it out alive after they all turn hostile...[/p]
  • [p]Knife, sword, hammer, and eviscerator can now automatically destroy pricklers when you more into them.[/p]
  • [p]I had to reduce the level of items you receive from degrokking, and the credits reward for "I need a gun" quests. They were too much.[/p]
  • [p]I moved the "Automation" section much higher in the Options menu, for things you might want to change more often.[/p]
  • [p]Sector power levels are now displayed on the warp screen and scans of planets and shipwrecks. Those power level numbers can be compared to your space power and away team power levels.[/p]
  • [p]More kinds of planets will get stacks of resources: toxic & corrosive planets get stacks of chemicals. Barren & molten get stacks of ore. Irradiated planets have transuranium stacks.[/p]
  • [p]I adjusted the spawning of holeworms and buccarana in sinkholes, and they can have different spawn rates on different screens of the same planet. If there is no chance that a monster will spawn from a sinkhole on the current map, your crew will occasionally give little barks like "nobody's home" when close to them.[/p]
  • [p]Insane archaeology quests should no longer happen before sector 10 (except with "No Level Limits").[/p]
  • [p]The "Learn" button now appears on the market screen at stations so you can more easily use data to learn commodity price grades.[/p]
  • [p]Consumables sold at stations are now sold in bundles of 1-10, depending on difficulty (10 for easy, 5 for medium, 3 for hard, 1 for insane), and they can only be bought once in each station.[/p]
  • [p]Syndicate Shakedowns : when you're carrying a big load of valuable cargo into a sector, you might be surrounded by syndicate ships who try to extort you. You will have options... But I'm warning you now, they are no joke.[/p]
  • [p]The Zasquat can no longer be captured by the naturalist, but if you do manage to get one, it will drop something unexpected...[/p]
  • [p]Amoeba Scoop device now works automatically by proximity, not by bumping into the target. And the range is dependent on the power, so higher levels matter.[/p]
  • [p]Beyond sector 9, stations now sell 3 additional devices each.[/p]
  • [p]Beyond sector 33, in "normal" sectors, there can now be 2 embassies, as long as the 2 factions aren't actively hostile to each other.[/p]
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Enjoy!
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Autumn Sale 20% Off

It's time, Captain.
[h3]The infinite galaxy awaits![/h3][p][/p][h2]But what is your mission?[/h2]
  • [p]Planetary exploration?[/p]
  • [p]Bounty hunting?[/p]
  • [p]Asteroid mining?[/p]
  • [p]Trading?[/p]
  • [p]Salvaging shipwrecks?[/p]
  • [p]Recovering powerful alien artifacts?[/p]
  • [p]Destroying the galaxy?![/p]
  • [p]Avenging your ancestors?[/p]
  • [p]Tourism??[/p]
  • [p]Animal rescue?[/p]
  • [p]Cure diseases?[/p]
  • [p]Help aliens?[/p]
  • [p]Become a master craftsman?[/p]
  • [p]Solve ancient mysteries?[/p]
  • [p]Kill lots of aliens?[/p][p][/p]
[p]Choose any or none* or just make up your own goals. [/p][p][/p][p]*Note: killing aliens isn't really optional... [/p][p]**OK, maybe, MAYBE, with the right set of skills you could retire without ever killing a single alien, but I doubt it...[/p][p][/p][p]If you grew up with Kirk, Picard, Adama, or Sheridan, then these are the droids you're looking for.[/p][p][/p][h3]But don't just take my word for it, here are just 3 of the hundreds of overwhelmingly positive reviews from players like you:[/h3][p][/p][p][/p]

Builds Beta, Creature Cages

Beta 2.0.19F+3
[p]Everything you're about to see is in the "betafromnowon" branch, but should reach all players within a week, as long as everything checks out. Anyone can play the beta branch, and it won't break your saves.[/p][p][/p]
Builds
[p]Last week, someone here on Steam mentioned have switchable device load-outs. I had tried that over a year ago and ran into problems, but my mind was in the right place now: I came up with a new approach, worked 8 hours straight, and got it. I spent the rest of the week testing it. It's in beta now.[/p][p][/p][p]Builds are permanently unlocked once you reach sector 10+ in your current game, or if you've ever reached sector 100+. This is to avoid confusion for new players, since there's already so much to learn.[/p][p][/p][p][/p][p]There are 9 "build" buttons in total: 3 for ship components (weapons, defenses, engines, etc), 3 for ship devices, and 3 for away team gear. This allows for maximum customization and purpose-built load-outs.[/p][p]Change your focus to missiles or beam weapons, stealth, efficiency, cargo, power, or crafting, all with the push of a button.[/p][p]You can find info about builds in Options => Help => Items & Stats => Builds[/p][p][/p][p][/p]
Creature Cages
[p][/p][p]This is a new ship device that lets you rescue those poor creatures trapped in cells on shipwrecks, without having to kill them. You can then sell them to various stations for money, or you can release them in their natural habitat for an XP boost. [/p]
  • [p]One Creature Cage device can hold any number of a single species.[/p]
  • [p]I added information popups regarding cells on shipwrecks.[/p]
  • [p]Intelligent beings can not be put into creature cages![/p]
  • [p]Creatures in cages no longer count against being able to tow a shipwreck.[/p]
  • [p]Each faction prefers a certain kind of creature, but they also despise some kind. For instance, the Gruff prefer predators but hate prey. The Limoquee like insects but hate silicon life (go figure).[/p]
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Fixes
  • [p]I fixed a bug where all uniforms were not shown on the officer change uniform screen.[/p]
  • [p]I fixed the math to agree with the words : resistance stations can train your officers up to level 12[/p]
  • [p]I fixed the visual bug in crafting that says you're missing parts but doesn't take into account your "essence efficiency" power.[/p]
  • [p]I fixed my previous changes to cloaking: with proper powers, you can make your ship basically undetectable to all but the most powerful scanners.[/p]
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Other Changes
  • [p]Knives, swords, and hammers now have more than 1 possible icon image.[/p]
  • [p]If you do a lot of smuggling, eventually Limoquee will create "patrol" and "scanning" ships that break cloak much more aggressively.[/p]
  • [p]Scanning ships can partially see through smuggler's compartments, cutting their power in half![/p]
  • [p]Beyond sector 9, stations now sell 3 additional devices each.[/p]
  • [p]Beyond sector 33, in "normal" sectors, there can be 2 embassies.[/p]
  • [p]The Sil, when "appeased", will drop more antimatter and leave you alone for longer. They'll also vacate sectors where they were previously hostile.[/p]
  • [p]Amoeba Scoop device now works automatically by proximity, not just by bumping into the target. And the range is dependent on the power, so higher levels matter.[/p]
  • [p]In inventory, in "list" view (Options => Text => Inventory (List) ), you can see how much cargo space each item takes up. Zero is not shown.[/p]
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