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Gaia Beyond News

1.0.17 Update




Welcome back, space pilots!

It took a little time, but the ending after the Caduceus boss battle has been reworked and improved, so that later additions will be easier and the end of chapter 1 gets a better feeling all around. New transporters are available and the desired alternative control schemes have been implemented for a first test flight. Thanks for all the great feedback and bug reports, more content is already on the way.





[h2]Movement Layouts[/h2]



We know a lot of people have been waiting for it. To switch your control scheme, simply use the drop-down menu on the Controls tab, et voilá – no more dizziness for those who don't like to navigate their ship upside down! Also, the A/D rotation option has been added here in the form of a 'Tank' template.

  • [h3]Rotated (default):[/h3] The ship automatically points at the cursor, with the A and D allowing us to strafe.

  • [h3]Unrotated (new):[/h3]The ship directly moves towards the key direction while the rotation is still controlled by the cursor.

  • [h3]Tank Controls[/h3] The 'classic' solution: At the cost of the ability to strafe, A and D rotate the ship ignoring the cursor.



[h2]New Ships[/h2]

'Albion' – You will no longer be laughed at when you show up at a battle with a transporter.


'Kujirame' – This high-tech transporter of the Sphere is the choice for heavy duties. Simply the biggest transporter in the game so far!


[h2]New Music[/h2]

A lot of epic new music by Miguel Johnson. This guy's output is incredible: While we were still busy implementing it, he already released his next full album Expedition Artemis, which we think is nothing less but a masterpiece. You should definitely listen to it on bandcamp and support him!

  • 4 new songs for the final Caduceus story events (Rise of the Caduceus, Alien Planet, The Web, Sorrow of Gaia)

  • 2 new ambient tracks (Citizen of the Stars, City Planet)


[h2]Autopilot Evasion[/h2]
  • Support medium range detection


[h2]New Achievement[/h2]
  • "Slayer of the Snake"






[h2]Story[/h2]
  • During the course of chapter 1, patients are now vanishing from the Distribution Hall on Caduceus Station. Where are they going, what is happening to them?

  • Cybille Croft is now leaving the station after you've helped her and has new dialog

  • The epilog of chapter 1 has been reworked, dialogs improved and you can now explore what Caduceus have left on their station.


[h2]Dynamic cargo graphics[/h2]

This has been on the list for a long time – FTA and CoC transporters (that were actually designed for this concept) now dynamically change their appearance depending on the amount of stored freight.



[h2]General[/h2]
  • Show a quest notification for finished/failed quests
  • Near avoidance sensor range is based on ship speed and acceleration
  • Show a message box when a very old graphics driver was detected
  • Alternative Caduceus Distribution Hall 'takeover' image
  • Nanobot emitters cover the whole ship
  • Removed another auto pause after the Shiro dialog in the end sequence



  • Lt. Devi and Kalypso are not reappearing anymore if they shouldn't
  • Fixed one of Atlas dialog options after the ending, that could stop the scene after the boss battle from playing out correctly for some players
  • Allow NPC ships to pos target respawning (non-targetable) stations
  • Increase render staged buffer amount to 4 (might fix flickering)
  • Glowing engine linked particle animation on ships (Peacekeeper / Yoddha / Invader) sometimes play from a random start pos
  • Long Range Scan emitter is played only for the first time
  • Trade tooltip compares equipped weapon with itself
  • Trade HUD: Shortcut U opens amount popup for preselected item stacks
  • Do not try to endlessly play a missing music file (remove it from the active tracks)
  • Use the correct fade_in setting when music is enabled ingame
  • Mechanic Work Clothes inconsistent item type / icon
  • Some dialog corrections






Let's have a chat on Discord:



Learn more & stay tuned!

1.0.15 Mini Update




Attention, space pilots!

Thanks for all the great feedback and support (this time we even got a new weapon by a user :D). We're still working on some additions for the Caduceus arc epilog (and some other minor stuff), improvements for the autopilot and further development of FTA missions. In the meantime, enjoy this patch full of little and big changes, including new ships and weapons. All ships have been divided into different classes, giving their stats and slot setups more sense and balance. Some item weights have been reduced for a better trading and crafting experience.






[h3]Ship Classes[/h3]

More than the average rebalancing: All ships have been sorted into different classes, pre-defining their setups such as stats and weapon mounts. Note that this strongly affects global ship balancing (all is listed in detail here), so the specs for your ship may have changed – but definitely for the better!

[h3]Sell Ships[/h3]

Sell them at any ship garage.

[h3]New Ships[/h3]

Atlantis-II

Yoddha

Cessy


[h3]New Weapons[/h3]

  • Mini Seekers & Hunter Seekers
    We're happy to introduce the first weapons made by a community member – check out these awesome new missile weapons by Ashkin (thank you)! They're a part of the Sphere arsenal now.

  • Shock Turret
    Your regular shock weapon is now available as a turret!





[h3]Balancing[/h3]
  • According to some of your feedback as well as our own ideas – and along with the ship classifications, most ships have been improved in handling and equipment.

    FULL SHIP CHANGELOG

  • A lot of item weights have been regulated to prevent irrational cargo overloads and to make the overall weight balancing more realistic.

    FULL ITEM CHANGELOG


[h3]General[/h3]
  • Blueprints sorted for the crafting menu
  • Some more blueprint drops added to ships
  • Drone Launcher improvements (aiming, angle, longer TTL)
  • Bullet spawn offset for projectile weapons
  • Arakni Kkrik turrets auto-scaling to 45%
  • Reworked signal lights with lens flares
  • Trashporter animated back lights


[h3]UI[/h3]
  • New stats added: FTA Missions, drones destroyed, memorials read
  • Ship Trade HUD: Support arrow left/right and A/D keys to go through ships
  • Ship Trade HUD: Hide the accept button when we already own the ship
  • Stats overview layout reworked (3-column layout, baseline corrections and more)
  • Radar background graphic rework




  • Holding hacking during movement can reach the keypress limit
  • When talking to NPCs from a big ship, they don't regard size and smash themselves
  • Do not key repeat most keyboard input events
  • Autopilot evasion does not correctly detect inside/touching collisions
  • Solid bunch of dialog corrections (mostly Doctor is Out)
  • Some more after-dialog autopause fixes (Bacterius, Virus, Debris field assassin)
  • Guard Fenix can't be asked for Devi anymore after the event already passed
  • Some craftable ships were missing in the crafting list (Ferox, Sakura, Med-Trans)
  • An FTA pilot career status dialog is missing
  • FTA Pilot missions: target person list color is sometimes not removed
  • Character HUD: favorite destroyed ship stat needs its own line
  • Ship Trade HUD: If there are no available ships for crafting don't show the first one
  • Ship Trade HUD: Changing "Show all" should update the current selection
  • Savegames: Correctly limit the max skill points
  • Ships don't die anymore when they spawn and die on the same frame
  • Ship hacking info window stays visible when teleporting out of detail range






Let's have a chat on Discord:



Learn more & stay tuned!

1.0.14 Mini Update



Hey travelers,

Welcome back to another small update! We have completed some first tasks for the planned improvements of the FTA trade missions (there will be a lot more to come!), improved some ship stats, increased the chances to find energy cells and much more! As a nice gimmick the trading cards have finally been approved and released, so have fun collecting and sharing them :)

Safe space travels!





[h3]FTA Missions[/h3]
  • Show the credits reward and distance before accepting
  • Pay at delivery instead when returning
  • Reduce the time limited reward only if the remaining time is below 50%
  • Increase your reward the more missions you have completed
  • Add a separate quest description


[h3]New Encounters[/h3]
  • Leen Kova now has a third mission: Destroy the pirate drone factory!
  • Mecha-Bot can now craft energy cells if you got the materials for them
  • Professor Paragas is now a producer of energy cells, which makes them cheaper at his shop

    The Vasquez Factory – where all the happy little pirate drones come from!


[h3]New Ship: The Invader[/h3]

...but first you got to clear those drones – ALL of them ;)


[h3]More[/h3]
  • ISA Rasta portrait (Prof Paragas)
  • The 'Friendly Neighbor' achievement can finally be unlocked!
  • Trading Cards, Badges, backgrounds and emojis are now available!






[h3]Ship Balancing[/h3]
According to some of your feedback as well as our own ideas, some ships have been improved in handling and equipment.

  • Peacekeeper:
    • reduced cargo
    • reduced view range and radar range
  • Potemkin:
    • turn_rate_accel and _max increased
    • speed_max and _accel increased
    • cargo slightly increased
    • now has 5 turret slots
    • slots rearranged
    • Shield slot overlap fixed
  • Ferox:
    • increased turn_rate_accel and _max
    • increased speed_max and _accel
    • reduced view and radar range slightly
    • increased cargo slightly
  • Guardian:
    • turn_rate_accel and _max increased
    • speed_max and _accel increased
    • cargo increased
    • radar range slightly reduced
  • Aries:
    • turn_rate_accel and _max increased
    • speed_max and _accel increased
    • cargo slightly increased
  • Javelot
    • turn_rate_accel and _max increased
    • speed_max and accel increased
    • cargo increased
    • radar range slightly increased


[h3]General[/h3]
  • "Greedy Pirates" now mainly drop gold loot
  • Barnabas now hands out the Testament a second time if asked, dialog improved
  • Funkman dialog improved
  • Improved Zopa colony dialog
  • CoC barkeeper portrait minor improvements
  • Pirate Kemler now has a better spawn position so you don't miss out on meeting him after Leen Kova's 2nd mission
  • Added some descriptions



  • Zopa "mission check" during the "colonists leaving" event has been fixed
  • Xentron Revealed: Atlas moved too slowly
  • Xentron Revealed: Waechter explosion was too extreme
  • Pgt. Decimus switches now his dialog correctly, so if you choose to shoot Dr. Nadir he will pay you out like promised now.
  • Reward at Chondros for "talked about Teal about this..." is now spawned one dialog stage later, so it doesn't spoil the outcome of the dialog
  • Ulyss Ore removed 'doubled' answer options
  • Funkman now accepts Painkiller
  • Removed leading person status of some persons that shouldn't have it
  • Removed the old, broken dialog at Neelix
  • Changed and fixed some grammar and spelling errors






Let's have a chat on Discord:



Learn more & stay tuned!

1.0.12 Mini Update



Hey, folks!

Thanks for all the great feedback and support. Gaia Beyond is just getting started. We're preparing a slightly bigger patch in the next weeks, which will hopefully not only solve many of the remaining major issues but also add some small but nice stuff. We hope you're staying with us on this journey to the stars!

See you soon, space travelers!

Spoilers ahead:

  • Ship Crafting: Add option to only show ships where you have the blueprint
  • Blueprints are inspect-able now in the inventory
  • Show the distance when hacking the waechter
  • Link ship drops with the player level
  • Pathfinder now has a small shield slot and big turret slot
  • Improved Tate Tobin's sidequest dialog
  • Both alien ship types give a lot more xp when killed
  • Pirate fortresses now lose the respawn after their shield has been unlocked
  • Pirate fortresses now drop better rewards
  • Teal now has a new dialog after the colonists decide if they leave or stay on Pluto, there you can shop and complete McKenzie's Leg mission again.
  • Increase the effect of most skills
  • FTA rookie trade reward should be based on the distance



  • System dynamic pricing should always ignore the player cargo
  • Clear the quest reward_credits when accepting a non time limited FTA mission
  • Reduce the time limited FTA trade mission reward
  • McKenzie leg quest should still be finishable after the Convoy battle
  • Directional audio is too strong
  • Leaving a station with a a big ship (Aries, Javelot) should have a higher find free spot effort
  • FTA Trade missions show the talk icon when they should show trade
  • Add a ramming resistance to medium shields (20%) and big shields (50%)
  • Stations should not equip low range weapons like the mining tool
  • Removed the possibility for Assistant Lucca to die after he started his way back to Pluto -> this could cause a pretty devastating story loop that also could crash later main missions
  • Removed a wrong dialog block switch at Dr. Orish
  • Fixed the spawner and kill counter link at Agent Gendo and Agent Horace
  • Atlas now abandons his travel group so he's able to land for the debriefing at Atlas HQ
  • Removed a wrong dialog block switch at Dr. Orish
  • Missing Mechanic skill added (removed the duplicated hacking range skill and replaced it with the correct, third Mechanic skill)
  • Kamen and Kenrui shields now have more correct stats
  • Marcel Wallas can now be asked for his blood test after you've finished Profit!
  • Also restock credits of persons without restocking cargo
  • Player dropped items should spawn farther away from the ship
  • "Tortuga Turtle" should not be spawned
  • Reduce the weapon tooltip max precision for homing, accel, and speed
  • Message box portrait frame seams in 1080p
  • Trash Panda should not trade with the player
  • Cenix_Dialog_Handler_1_2 is crashing






Let's have a chat on Discord:



Learn more & stay tuned!

1.0.7 Mini Update

Hey there, space traveler!

We're excited to see so many new explorers around and are thankful for all the constructive feedback.

1.0 has been released but development is far from over. Right now we're working hard to fix the bugs still present and to create additional content. Plans for 1.1 are already underway and here are some first steps we have taken on the weekend to improve the experience further.

We will regularly expand the game with additional story content covering the different factions in the form of new main arcs. At the moment you're able to play the first chapter and defeat its final boss, dive into dozens of side quests, become a trader or hunt down pirates. If you've reached the current endgame, you can try unlocking the pirate fortresses!

If you find bugs or got any other feedback on the current version, please let us know in the forum or on discord. Stay with us for incoming updates, it will be worth it!


Note: Spoilers ahead.


  • More trade item producers for better price fluctuations
  • Added money restocking to traders so that players can keep selling their stuff to NPCs
  • An additional sidequest to Leen Kova
  • Added an additional line to Leen Kova's Pirate Drone Quest that warns you of the difficulty
  • Added the Testament 1.43 to Fr. Dachs inventory
  • An opportunity to ask Ben about the joke for Erich after you've done the shield sidequest for Ben
  • A way to finish Creed of Corruption now with only The Vanished Transporter finished (there's more coming though and sorry for the mess-up on this one)
  • Increase the cargo space for static persons on a planet
  • Stop the autopilot with the "Reverse Velocity" key
  • Show a "Cargo full" notification when trying to collect drops without enough free space



  • Number keys can select unselectable dialog answers. Breaks Camerons dialog (and other dialogs that hat answers that were "greyed out")
  • Another FTA pilot mission can be accepted while you have one active
  • Missing Dr. Abeer dialog switch after you've finished the Vanished Transport
  • The "Requesting Funds" quest and broken dialog stage at Mr. Dachs
  • Professor Paragas wrong dialog
  • fixed the FTA Pilot mission trade partner dialogs
  • Bigger ships couldn't use normal passive devices
  • Increase the FTA trade mission randomized cargo amounts
  • FTA Trade missions do not check for free cargo space
  • O-Dog kills himself at beginning of "The Disposal"
  • Improve the auto suicider/pilot: Support testing all nearby sprites and pick the worst one
  • Rename the planets stat to celestial bodies
  • Rename Quest to Mission
  • Upgrading an equipped weapon shows the stats including skill changes
  • FTA hubs do not restock after loading
  • Weapon range is not compared
  • Restock trader money (to the initial value)
  • You can get a second Rajid thruster if you equip it yourself
  • Arakni Kkrik Blueprint should not be tradable
  • Analysis: Show the hull and shield points
  • Weapon upgrade can crash with the second upgrade if the slot is selected
  • Only allow talking when the person is nearby
  • Quest target setting for sprites can be removed if the linked quest removes it but there are still other quest that link to it
  • Mouse double click autopilot controls assignment is broken
  • Radar HUD: Do not draw waypoint dots
  • GUI renderer buffers are now completely separate and are uploaded only once per frame (GUI flickering)
  • Tardy Mechanic SOS perma noti is never removed
  • A wrongly swapped line in a Council Gun upgrade, that makes the L2 upgrade worse
  • An incorrect dps calculation in a tooltip
  • The pirate wave at Rajid can get the player stuck in the mainquest under certain circumstances
  • Some spelling mistakes
  • Improve the dialog at the FTA Info Nodes
  • A possible script crash with O-Dog
  • Removed a wrongly placed description line
  • Removed "free" Ferox from Rajid's crafting


[h3]Working On Known Issues[/h3]
  • Epilog additions after the CAD endboss and fixes for the ending
  • Time limits for FTA Rookie missions are too easy
  • Pluto colony sidequests and Dr. Orish towel quest don't get cancelled
  • Some persons are showing up at locations / in certain moments when they shouldn't (Kalypso after the end and Dr. Orish during the Doctor is Out mission)





Let's have a chat on Discord:



Learn more & stay tuned!