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Approaching Infinity News

3 changes

Let's see if this new Steam feature works:

  • Fixed a bug where the crafting and officers screen would be shown simultaneously
  • Added new screens to show more complete information about activated skills
  • Stopped forcing the info-windows to auto-change when you land or take off

Activated Skills + Discord!

Discord


IBOLOGY LLC , developer of Approaching Infinity and The Curse of Yendor, now has its own dedicated Discord server.

Join us!
  • Talk to other players
  • Share your victories, defeats, and videos
  • Ask (and get answers to) all your questions
  • Suggest your own ideas that could make the game better
  • Tell the developer what you think is missing
  • Help decide what's coming next!
  • Access information that's not available anywhere else.


What's new in version 1.6i3?

Activated Skills


Cybernetic Skill Modules

Activated skills are finally here! Once an officer reaches level 2, they can begin to equip skill modules that enable them to do some pretty awesome things, like detecting monsters, teleporting, and automatically shooting while moving.

But these skill modules must be *found* first! You'll need to search shipwrecks, caves, star temples, and other loot-filled areas before you can start using them.

Skills are powered by a new item called cybernetic gel, which comes in 5 colors: blue, red, yellow, green, and purple. If you don't have the right kind of gel, your skills will take twice as long to recharge!



Divisions
The colors of gel (and the skills themselves) correspond to a new characteristic of your officers called "division". There are 10 playable classes in Approaching Infinity, and each class belongs to 1 of 5 divisions: curiosity (blue), combat (red), systems (yellow), social (green), and environmental (purple).

For example, the engineering and navigation classes fall under the "systems" division. They use yellow gel and have the skills EMP, repair, teleport, and deploy cover.



At level 4, an officer can equip 2 skills simultaneously, but that's the maximum. So if you have both a diplomacy and operative specialist, both at level 4 or higher, you could equip all 4 green (social) skills simultaneously.


Skills are activated either by shortcut keys or by clicking them in the 8th info window.






Quality of Life


Items in cargo hold now show how much cargo space they take up.



You can now choose whether an away-team weapon you're installing goes in your main slot or your swap slot.



You can install components and devices directly from the cargo hold menu, just by clicking them! Everything will go right where it's supposed to, but in certain cases, it will ask where to put it, or what to remove.



Tooltips on new game screen.

You can now see longer skill descriptions, as well as what division an officer class belongs to, and what activated skills they will be able to use:



The descriptions of skills are now even more explicit, showing "how much" a skill changes your abilities: like "+5 per level". Any time a number is implied but not shown, it's because the relationship is not "linear": there's no easy way to explain it. But all skills are meant to be useful and of relatively comparable power, so you should feel confident taking any skill.


(I mentioned this for the beta, but I think everyone needs to know about it)
Star Temples


Make sure you're ready to leave a star temple before you get the artifact!

One good reason to explore the whole thing first is that force-field rooms on star temples are a great place to find the new skill modules. There's an even better reason, but I'll let you discover it for yourself ;)


I WON!



For only the 2nd time ever, I won Approaching Infinity, on normal difficulty, with perma-death on. And what's more, I did it entirely on video!

Back in November, I started recording a run from scratch, to see how the balance of the game felt to me. I think I know my game, but do I? Some things definitely felt too easy. But a major focus of version 1.6 has been "re-balancing", and monster difficulty increases (and monster skills!) are coming soon.

It's kind of amazing to go back and see all the features and changes that were released along the way. There were plenty of times when I discovered a bug and then by the next video, it was fixed. It's satisfying to be able to show progress like that.



Approaching Infinity still has years of development and evolution to go... thanks for joining me on this journey!

Activated Skills Beta

Cybernetic Skill Modules

Activated skills are finally here! Once an officer reaches level 2, they can begin to equip skill modules that enable them to do some pretty amazing things, like detecting monsters, dodging attacks, and automatically shooting while moving.

But these skill modules must be *found* first! You'll need to search shipwrecks, caves, star temples, and other loot-filled areas before you can start using them.

Skills are powered by a new item called cybernetic gel, which comes in 5 colors: blue, red, yellow, green, and purple. If you don't have the right kind of gel, your skills will take twice as long to recharge!





Divisions

The colors of gel (and the skills themselves) correspond to a new characteristic of your officers called "division". There are 10 playable classes in Approaching Infinity, and each class belongs to 1 of 5 divisions: curiosity (blue), combat (red), systems (yellow), social (green), and environmental (purple).

For example, the engineering and navigation classes fall under the "systems" division. They use yellow gel and have the skills EMP, repair, teleport, and deploy cover.



At level 6 an officer can equip 2 skills simultaneously, but that's the maximum. So if you have both a diplomacy and operative specialist, both at level 6 or higher, you could equip all 4 green (social) skills simultaneously.


Skills are activated either by shortcut keys or by clicking them in the 8th info window.




I've tried to give as much information as possible right in the game, so hopefully you can figure a lot of these things out for yourself. Now it's time to give me some feedback: let me know how you like it, or what you can't figure out. Thanks in advance ;)


New Game Screen

Tool tips have been added to the skills and classes on the new game screen, so you can make more informed choices from the beginning.




Star Temple Changes

Make sure you're ready to leave a star temple before you get the artifact!

One good reason to explore the whole thing first is that force-field rooms on star temples are a great place to find the new skill modules. Another reason is because you'll have to find out for yourself...


Engravers Story


You know those planets with messages carved into the terrain, like "Darmok and Jalad at Tanagra" , "That's no moon it's a space station", and "Contact has been made"? Well, they're not just references. They're nostalgic emotional concepts that an alien race is somehow conjuring in the minds of your crew.

I've made some progress in their story, and you can start to find the deeper meaning in their strange universal language.

But a word of warning:

If you get to the end of their tale, and they ask you to do something, DON'T! because it's not written yet, ok?

But still, it's a story that's going to be told. Eventually.



Special Thanks

I'd like to personally thank Klokinator, a member of the Approaching Infinity channel of the Roguelikes discord for all the advice on the skill remodel, and for putting forth ideas that eventually turned in to what you're seeing now.

Thanks Klok!

The Respeccening!



The first part of the officer skill overhaul is complete:

Passives


These are the same types of skills that have always been there, but they are now much better. There are no more redundant skills or weak powers. And 99% of skills now have at least 2 meaningful levels.

There are also a few *new* skills, like:
  • Surprise Attack (Tactical officer) : Plus 50% damage per level to creatures not already attacking you.
  • Wreck Tech (Planetary officer) : Level 1 fixes damaged floors. Level 2 gives 'magnetic boots' power. Level 3 removes damaged walls.
  • Elemental Trigger (Transmutor officer) : Increases the chances that weapons with powers like cryo and incendiary will activate their special effects, by 33% per level.
  • ...and more...


Also, all "walk" skills (waterwalk, mountain climber, etc.) now have a second level that eliminates the movement speed penalty of crossing these difficult terrains.


What about my level 12 officers?!


That's where the "re-spec" part comes in: When you load up your previous game, all your officers will have their old powers removed, and all their XP refunded. You get to level them up with the new skills, for free!

And from now on, embassies of the Tentaculons, Vordalene, and Eaters will offer a respeccing service. This will not be free, and it will also not return all their experience. But the Tentaculons really know what they're doing: you'll get 99% back from them. Eaters, not so much ;)

Activated skills are still coming, but this was a good first step to getting your away team geared up for what's to come.


Minefields

Minefields in space have been remodeled to be more threatening. Specifically, they're invisible!

Until you get close. Then you can see them.





It's always seemed a little weird to me when I really thought about mines in the real world. Part of the threat is the fact that you don't know exactly where they are. So now, minefields will be a surprise in Approaching Infinity.

But there's a bright side to this too: Minesweeper skills, artifacts, and devices will all help you detect mines from further away, in addition to providing a chance to disarm them (chance).


Asteroid Mining


Asteroid mining got an update too! Now there are lots of different kinds of asteroids, each one yielding a specific item when mined. The device "Asteroid Cracker" was redesigned to cause some asteroids to split in half when mined, effectively doubling your chances to get something good.



Barren rocks have a reduced chance of producing anything, and can't be broken up. The brown "legacy" asteroids will now yield raw ore, and they can be split. Other types give chemicals, gemstones, or even precious metals (granted simply as credit pickups).

So if you haven't played the asteroid miner ship yet, now is a good time to try it out. It comes with built-in devices to help you get the most out of all those space rocks floating around out there.



Retribution Strikes






Are you one of those players who goes around shooting non-hostile alien ships just to see what loot they drop? Well look out, because retribution strikes are here.

When you attack friendly ships (or even the non-hostile citizens of the 12 major races) they will remember. If you do it often, they'll send you a warning. If you keep it up, eventually they'll send a fleet after you.

A "retribution strike" is no ordinary encounter. It disrupts space-time in the local area and prevents warping for a few turns. It spawns a fleet of ships determined to destroy you: they won't retreat when damaged, and they won't easily get distracted by anything else. You also won't be able to dock or land for a longer-than-normal period.


So be kind to your alien neighbors... or else!



What's next?


Within the next 2 weeks, I expect to have the first 20 activated skills available for testing in the beta branch. This will be another major step towards greater complexity for Approaching Infinity.

Here's a sampling of skills to come:
  • Dodge
  • Intimidate
  • Smoke Screen
  • Cryo Blast
  • Haste
  • Detect Monster
  • EMP
  • Remote Pilot
  • Power Strike
  • Run & gun




Oh yeah,



If you're a fan of Approaching Infinity and you haven't left a review yet, I'd really appreciate you doing that. If you're still on the fence, just wait, because it is just going to keep getting better and more interesting.


Thanks!

Beta Update 1.6h2

Things seem to be going well with the officer skill update, so I've pushed a little further, and I need to know if you see something like this:





I'm trying to optimize the way the game tracks your active abilities. Currently it runs a bunch of loops every time it wants to look at a particular power. But with the new method, the game will look at all your powers any time you enter a new area or install or upgrade something (or someone).

So if you get a stream of messages that say "RLODP discepancy", please report what you were doing, where you where (space, planet, caves, etc.) , and any other relevant details.


Thanks!


There's another thing in this new beta... I don't know how many of you go around shooting non-hostile alien ships, but if you do, you might encounter...

[h3]RETRIBUTION SQUADS![/h3]

After a certain number of unprovoked attacks against non-hostile intelligent aliens, you'll get a warning. And if you keep doing it, you'll get ... Retribution'd!


So I guess let me know if you get killed by one of those (or else if you *survive* one) !





Unless I broke it, everyone can look forward to these changes on Friday. Until then, happy National Penguin Day (it really is...)