Essence_of_Meh

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It's a completely understandable question, especially since its been 6 years since the movie released and 4 since season 2 was announced. But yeah, this should be after the movie.

[–] Essence_of_Meh@lemmy.world 9 points 1 day ago* (last edited 1 day ago) (1 children)

It is done. I'm free!

Guests:

  • John Crewe, Lead Vehicle Director
  • Ben Curtis, Vehicle Art Director
  • Mark Gibbson, Lead Vehicle Content Designer

TL;DW:

  • 27 vehicles released this year.
  • Current content release cadence has partially to do with expansion of the vehicle team.
  • Some production processes have been changing but there are still things to work on.
  • Era of selling JPEGs is done, no more concept ships in the future (except for previously mentioned Battlecruiser).
  • Backlog of ships that can be produced right now, i.e. don't require additional features that might block it from release right at the end of the process, is slim. That's why we're seeing more new vehicles (well, that and new stuff sells).
  • Preparing ships for engineering required different approach and amount of work depending on when the ship was released.
  • Content team is still reworking some of the engineering features planned for 4.5 based on what they've seen on the test channel.
  • The old pipe system has been replaced with resource network over the course of the last 2 years.
  • Initial release of engineering will be supported by all vehicles, just not to the same degree.
    • Single seaters with no physical access to components will have a single-use fix option through the MFD.
  • Armour wasn't available in the tech preview but will be present in 4.5 and upcoming PTU. This isn't the full Maelstorm implementation, just a temporary V1.
  • Next week ISC will touch more on the upcoming armour implementation.
  • There are working on a design doc explaining this system to release alongside 4.5.
  • Gold standard explanation - making sure all of the features available in the game today are supported by the new/reworked vehicle. Stuff like the relay system, correct metrics etc. It has nothing to do with style/visual changes but smaller changes (improved materials, changes to lighting) can happen to bring things up to the current standard.
  • Gold standard vs rework vs Mk. 2:
    • If the initial design no longer fits the current direction of the game and wouldn't fit its original purpose (600i) it needs to be reworked.
    • If a vehicle works but needs stuff like addition of missing suit lockers, fixing weapon racks and other features that don't require any fundamental changes - that's gold standard update.
    • Mk. 2 is for ships that work fine but they have ideas on how to make them "bigger and better" without removing the original.
  • Gold standard ships planned for 2026:
    • RSI Aurora (weapon rack, more walking space, fire extinguisher, kickstarter paints).
    • RSI Aurora Mk. 2 (they don't want to remove the existing iconic design but they want a version with upgraded visuals, possible but not confirmed Scorpius like extendable wings).
    • MISC Hull B (slightly reworked due to increased cargo capacity, can still land on planets while loaded thanks to change from + to X shape of the spindles).
    • Gatac Railen
    • Drake Ironclads
    • Kruger Stingray
    • RSI Galaxy
    • Unnamed Anvil ship(s?)
    • Unnamed Drake ship(s?)
    • Unnamed MISC ship(s?)
    • Unnamed Grays ship(s?)
    • Unnamed Origin ship(s?)
    • Unnamed Gatac ship(s?)
    • Unnamed Argo ship(s?)
  • Cargo capacity changes:
    • 32 SCU will be the largest containers available in the game.
    • Hull B: 384 SCU -> 512 SCU
    • Hull D: 20,736 SCU -> 6,912 SCU
    • Hull E: 98,304 SCU -> 12,288 SCU
    • Ironclad: 1,536 SCU -> 2,204 SCU
    • Ironclad Assault: 1,152 SCU -> 1,440 SCU
    • Railen: 320 SCU -> 640 SCU (will stick to the concept as close as possible but needs a rework of the cargo section to support the standarised approach)
  • No ship silhouettes this years. The missing ones from last years are:
    • Greycat MSC (small crafting ground vehicle).
    • Anvil Auxilia (Atlas platform based ground vehicle with crafting station and T2 medbed).
    • Consolidated Outland The Forge (small-medium crafting and refinery ship with ground extractors/miners, name might change).
  • No plans for grav plates for the exterior walkway of the Perseus. They are intended purely for planet-side use but this might change if they implement some new way of doing it.
  • Pilot control of torpedoes on Perseus vs Polaris:
    • In 4.5 one of the bridge consoles on the Polaris will have control of torpedoes but with some disadvantages (no 360 camera, shorter torpedo queue).
    • Why not the pilot? Balance reasons (Polaris torps are larger).
    • Why does Idris pilot get control of the gun then? Because it's fixed and requiring to coordinate between two people to make it useful would be impossible. They still want to rebalance it in the future.
  • Lack of signage inside the Polaris was a design choice pushed by Ben, not a mistake. Feedback about this and other things was later used when creating the Perseus. They will go back and make changes to the Polaris - quality of life soon(ish), bigger ones at a later date.
  • Initial plan was for the Polaris to be a reference point for RSI'a military ships and Zeus for civilian ones. Perseus found more of a balance between the two.
  • Shark mouth skin for Perseus - maybe.
  • StarKitten skin for Perseus - "not right now".
  • Ben doesn't hate SK, just want assets related to it to be deliberate and "feel right". He also wants to expand the brand with other characters.
  • Ammunition replenishment:
    • Short term - you'll be able to rearm from few selected ships if they have ammo in their cargo hold. Same with refuelling.
    • Long term (for large ships) - dedicated space next to turrets to put ammo in.
  • Material boxes should keep auto-ejecting in the back of the RSI Salvation when toggled, might be a bug if that doesn't happen. Question about possibility of adding a button at the back of the ship.
  • Salvation will fit inside the rear hangar of the Galaxy, material can be then transported to Galaxy's refinery from there.
  • No option to swap salvage modules on the Salvation comes from them wanting it to be just an entry ship into the career. It's suppose to be easy and forgiving but not something for people who want to stick with that gameplay. Same with the Drake Golem.
  • Drake Clipper is designed to craft FPS and small ship items.
  • Decision to give Clipper 2 S1 shields comes down to balancing. "Jack of all trades, master of none." You'll be able to craft them yourself at least.
  • Clipper speed capped at 999m/s because balancing.
  • Wolf weapon kits will be available in-game "eventually". They are no different than Idris-K, Heartseeker turret and other kits which took a while to show up - means to finance the game.
  • "We never said things will go to UEC shops, they will be attainable in-game." Expect more loot, Wikelo and crafting as the only (?) ways to get certain items.
  • More generalist ships coming, at least one of them coming in 2026.
  • Bug with category display in ASOP terminals led to them reworking and realigning vehicle categories in general.
  • Web store is undergoing audit to align it with the current game design, direction, terms etc.
  • More video content next year, probably not as much as in the past.
  • Caterpillar and Ironclad command modules are moving along. First playable version of the "parasite" functionality (controlling ship from other ship) will be coming online internally soon. Planned to be available with the release of Ironclad.
  • LAMP - light amplification for ship canopies is coming. Similar to already available scopes with that functionality. Currently in early, no release date.
  • Crafting stations will be coming to other ships (Carrack, not Aquilla unless someone has hard evidence to prove it was planned).
  • Ship naming:
    • Mechanically it's already set up for all of the ships.
    • Art side of things needs work due to static size regardless of name length, doesn't work well with paints, no lights illuminating the text.
    • On-site naming process needs to be reworked as it currently requires a lot of manual labour - setting up waves, manual approval of names etc.
  • Battlecruiser to be revealed during Invictus Launch Week (2026?).
  • No limit on when SC will have "enough ships". There's still plenty of possible addition to existing manufacturers, sizes and career paths.
  • They also want separation of docking and hangar requests, might talk to the team responsible for the command module work to look into it since the two are somewhat related.
    • Apollo's back entrance isn't set up as a docking collar at the moment because otherwise it would be sent to station docking instead of hangars. It will be activated once docking is properly implemented.
  • AI blades still intended (PDTs are functionally this already). Need more work before they can be properly implemented.
  • Even current flight blades aren't exactly properly set up, more of a hack job using what's available.
  • Scalable rewards pushing for use of multi-crew ships are dependant on Missions 2.0 system (should be out in 2026).
  • They scaled the shows back partially due to changes to Jared's position in the company and partially to "not spoil the future content".
  • "General quarters" alarm in ships will be a thing.
  • Different types of ballistic ammo are still planned.
  • They're aware turrets still need more work.
  • There's a strike team that has been working on freight elevator issues since "Race for Stanton", still going hard on that.
[–] Essence_of_Meh@lemmy.world 6 points 1 day ago (2 children)

It should be set after since movie was a direct continuation of the first season. It's difficult to say based on the teaser alone as it doesn't seem to have any new scenes (most look like they're from the first season but I don't remember the movie enough to say whether parts of it were present as well).

It also wouldn't make sense to reanimate parts of the story already released in the movie.

Hmm, makes sense. Still better than being left with nothing.

Thanks for clarification!

[–] Essence_of_Meh@lemmy.world 4 points 1 day ago (3 children)

Do we know if it's a similar scheme idol Corp used some time ago, i.e. income sharing for x amount of time? Or did they have to fork the money outright?

Yup, something like this or simple sliders would be an ideal solution for what I'm talking about - preferably both, depending on whether the setting is a numerical one or not. It doesn't have to be a completely granular access to every value, I just want enough control to adjust the experience when things are close but not exactly right.

[–] Essence_of_Meh@lemmy.world 9 points 2 days ago (2 children)

It's almost 2 hours long so I'll post the usual TL;DW tomorrow, unless someone beats me to it.

[–] Essence_of_Meh@lemmy.world 8 points 2 days ago (5 children)

I'm not really familiar with the company outside their name but the IP hand-over is always a win these situations. Good for them!

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago

I'm suggesting the drivers because there are widely reported issues, I can understand if you don't want to downgrade though. I'm on rx580 and had no such problems beyond what was caused by my own mistake at the start of the patch.

Otherwise yeah, trying again at a later date is the most sensible option. It shouldn't be player's responsibility to figure out such basic things like crashes, especially on a hardware capable of playing everything else.

At least you found out about the issues without spending money - silver linings, eh?

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago (2 children)

Yeah, that really shouldn't be happening. SC is jank but not to this extreme.

Dunno what version are you on but I've seen people talk about having issues with newer AMD drivers (in general, not just in SC) and reporting that 25.8.1 seem to be working better. Also, you could try switching to the Vulkan renderer in graphics options - even this pretty old version can work better than DirectX for some people.

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago (4 children)

Yeah, the game is not optimised by any means. It's playable, sure, but for from what you'd expect in a released product. The upcoming renderer update should help a bit but it'll be a constant process until the 1.0 release.

Hope, the current settings work out for you.

[–] Essence_of_Meh@lemmy.world 6 points 2 days ago

Jose Pavli, composer for Project Wingman, (re)created music for this project. It's available on his Bandcamp page.

 

Here we go again, folks. Drake has descended onto the show floor, bringing all the grit, gumption, and gall that its fans can muster. Join Lexxy and Gale as they debate variant value, generalist gear, and Drake’s salty-yet-unsavory past. Not forgetting, the return of a special guest for an... er, unexpected turn of events.

 

RSI fittingly kicks off IAE 2955, just as it blasted Humans into space all those centuries ago!

Settle in for the ride as Lexxy and Gale discuss the many strings to RSI’s bow, starting with a hotly anticipated, mighty and mega gunship (you know the one) before shrinking things down to the little salvager that could. Listen up, folks, ‘cause there’s something to please everyone, even a very particular special guest.

 

Release comm-link
Patch notes

Features and Gameplay

  • New Star System: Nyx
    • The Return to Levski and Delamar
    • Glaciem Ring
    • Jump Points
  • Gameplay
    • Sworn Enemies Operation
    • Interstellar Hauling
    • Nyx Mission Pack
    • External Station Freight Elevators
    • Player Injury Pass
    • Implemented smart marker repositioning for Hauling and Courier missions when delivery ports become occupied
    • Adjusted completion times across all tiers of courier and recovery contracts to calculate payment
    • Added prerequisites requiring completion of easier courier contracts before harder ones unlock
    • Updated Courier and Recovery contract respawn timers
    • Increased Atlassium shop inventory capacity to support 8 SCU crates to account for collector recipes
  • Ships & Vehicles
    • PDT and Missile Changes
    • New Ship Weapon Art: MaxOx Neutron Cannon
    • Anvil F8C Lightning: Buffed Forward Gs and Roll angular speed
    • Slight adjustments to angular acceleration to the Anvil Hawk, Anvil Arrow, and Esperia Scythe
    • Slight Medium Interceptor tuning improvements for flight performance (Sabre Raven/Firebird, Buccaneer, Herald, Mantis)
    • Vanguard Hoplite: Reduced nose hp and increased Body hp
  • Weapons & Items
    • New FPS Weapon: Shotgun Pistol "TripleDown"
    • New FPS Weapon: Missile Launcher "Boomtube"
    • Multiple New Armor Sets
  • Characters & AI
    • New Enemies: Vanduul NPC Pilots
    • New Player Beard & Hairstyles
  • Core Tech & Audio
    • Flight Music System Updates
      • Added new music states for ship flight in QT, landed states, combat, ship power states.
      • Enhanced music system to better reflect ship power and landing states.
      • Updated mix for 4.4.0 with improved ATL integration
    • Fixed case-sensitive filesystem config loading
    • 64-bit Zone Partition System: Added subdivision support to 64-bit zone partitions, significantly improving spatial partitioning for large-scale environments.
    • Improvements to streaming systems for handling a larger number of space POIs
    • Global Lock Removal: Removed global color gradient lock that was causing contention, improving multi-threading performance.
    • Memory Allocation Optimizations
    • Increased audio queue size to fix queue overrun issues
Bug Fixes and Technical Updates
  • Stability & Performance
    • Fixed 11 Client Crashes
    • Fixed 2 Server Crashes
    • Fixed 1 Deadlock
    • Resolved server crashes affecting item interactions and vehicle spawning
    • Fixed fatal errors related to missing ammunition parameters and inventory validation
    • Addressed memory allocation issues that could cause component pool exhaustion
    • Resolved server-side deadlock issues related to mission completion
    • Fixed issues with server logging that was filling disk space rapidly
  • Ships & Vehicles
    • New Ships
      • Fixed Grey's Market Shiv unable to enter jump points correctly
      • Resolved MISC Hull C automated cargo loading showing incorrect "vehicle must be stationary" message
      • Fixed Anvil Paladin missing bed logout option and atmosphere issues
      • Corrected Esperia Stinger missing interior ramp controls
    • General Vehicle Fixes
      • Fixed ASOP terminals missing ship retrieval buttons after storing vehicles
      • Resolved quantum travel routes resetting when setting destinations
      • Fixed ship damaged parts visually restoring after quantum travel
      • Corrected landing gear control issues when retrieving ships to hangars
      • Fixed multiple vehicles showing broken radar component materials
      • Adjusted health pool values for RSI Constellation Taurus and other vehicles
      • Fixed Aopoa San'tok.yāi maneuverability incorrectly increasing when wings are destroyed
    • Vehicle Visuals & UI
      • Fixed cockpit switch text appearing blurry
      • Corrected visual gaps and clipping issues on multiple ships including the Paladin, Shiv, Mantis, and Reclaimer
      • Fixed LOD transition issues on Ursa Rover and Anvil Ballista
      • Resolved weapon rack positioning issues on Esperia Stinger
  • Missions & Gameplay
    • Resolved AI not spawning correctly during mercenary missions
    • Fixed Eliminate All contracts with unreachable quantum travel locations
    • Corrected PvP Bounty missions allowing wanted players to avoid capture through suicide
    • Fixed Hunt the Polaris mission allowing players to steal and quantum away with the Polaris
    • Patched exploit allowing players to accept same mission multiple times for duplicate rewards
    • Fixed "The Collector" mission text overflowing UI boundaries
  • Locations & Environment
    • Pyro System
      • Fixed Storm Breaker Maintenance Garage door not opening with keycard
      • Resolved outpost crates jittering and clipping issues
      • Fixed Checkmate station exterior freight elevators being incorrectly enabled
      • Corrected Valakkar creatures spawning in mid-air
    • General Location Fixes
      • Fixed Storm Breaker garage interiors not visible through windows
      • Resolved various door and elevator interaction issues
      • Corrected freight elevator problems at multiple locations
  • Law & Security
    • Fixed station defense turrets being destructible with improper respawn timers
    • Corrected crime stat punishment for destroying defense turrets (now properly severe instead of just "armistice violation")
    • Fixed issue allowing turrets to be destroyed without them firing at players
    • Patched AI vault door issue where AI could open time-locked doors
  • Creatures & AI
    • Fixed Yormandi death animation snapping to final position
    • Resolved Yormandi weak spot destruction not always triggering properly
    • Corrected Yormandi airlock terminal issues after cycling
    • Fixed Yormandi elevator at Onyx Facility observation deck misalignment
    • Resolved Yormandi not relocating between pools correctly
    • Fixed anti-personnel turrets only targeting first player seen
  • Character Customization & Armor
    • Corrected multiple hair styles showing scalp replacement textures
    • Fixed helmet disappearing after completing "Your First Steps" tutorial when skipping objectives
    • Resolved Shattered Blades armor backpack attachment issues
    • Fixed flashlight positioning on Shattered Blades helmet
    • Corrected male character skin texture neck wrinkle issue
    • Fixed Badami helmet series showing incorrect inventory icon
    • Resolved Strata Backpack clipping with special weapons
  • UI & Interface
    • Fixed refinery kiosk location selection issues
    • Corrected "The Collector" mission item display inconsistencies
    • Fixed multitool default attachment (now correctly tractor beam)
    • Resolved various mission objective UI display problems
    • Fixed cargo mission UI showing "Uninitialized" crate labels
  • Visual & Art Fixes
    • Corrected Vanduul Plushie missing textures
    • Fixed Shiny Builder Suit banner displaying incorrect backpack name
    • Resolved multiple livery and paint preview icon issues
    • Fixed various visual gaps and material issues across ships
    • Corrected Yormandi tongue clipping through body during animations
  • Combat & Weapons
    • Fixed Nova Pyrotechnica Venom Rocket proximity radius vs explosion radius mismatch
    • Adjusted Stinger S5 weapon health pools
    • Corrected weapon positioning in ship racks
  • Cargo & Trading
    • Fixed ore sales and refinement processing kiosk functionality
    • Resolved various cargo mission progression blockers
    • Corrected cargo loading and unloading issues
  • Data & Technical Fixes
    • Resolved multiple missing texture and animation file errors
    • Fixed various data validation and schema errors
    • Corrected quantum navigation point obstruction calculations
  • Known Issues
  • PU - Nyx - Levski - Physics / Locations - Elevator Transit Entrance has no Collisions which causes players to EVA while entering and Exiting the Elevator
  • Stall / Freeze - Client - PU - Multisystem - Locations - Commodity Kiosk / TDD - Performance / Game Code / GFX - Client will freeze / stall when accessing Commodities Kiosks at locations like at TDD and Admin Offices in Pyro
  • Multi-Location - PU - Stanton - Locations / Actor Respawning - Players may not respawn at their primary residence after using self-destruct or force-respawn
  • PU - Locations - Rest Stops - Refinery - Mining / Shopping / Selling - Ore Sales Kiosk - When attempting to sell at the Ore Sales Kiosks, the confirmation screen will return with undefined
  • PU - Stanton - Transit - Trams from Lorville Metro Centre to Teasa Spaceport will rapidly rotate when leaving the station, which can push the player out of bounds or kill them
  • PU - UI / Inventory - Freight Elevator - Kiosk - The Search function of the Freight Elevator terminals ignores localized item names
  • PU - Stanton / Pyro - ASOP / Expedite / UI - Claimed ships will show as delivered once "claim" is selected but still need to be expedited/have a timer till they are usable
  • PU - Stanton - Pyro Gateway - ATC / Locations / Hangars - Unable to contact ATC via keybinding shortcut
  •  

    STORY

    USSR, 1986. When Ira Grachevskaya goes missing in the closed city of Vorkuta-5, not a soul seems to be concerned – except for the quiet outcast Asya Shubina, that is. Uncover the mystery behind Ira’s disappearance, transmit your radio signal to the universe and learn why a bird flies past the window.

    GAME INFO

    Z.A.T.O. is a linear visual novel with roughly 7-8 hours of playtime. There are no choices. The ending is predetermined. Sit back and enjoy your time in a town that doesn't exist.

    DISCLAIMER: the game contains strong language, loud noises and flickering images.

    It's free, has unique art style, comes with Windows, Mac and Linux versions and sports "Very Positive" reviews so far. Might be interesting.

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