Hurray! Another multiplayer clone project. :)

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Marinealver
Posts: 55
Joined: Thu Jan 24, 2013 1:20 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Marinealver » Thu Mar 30, 2017 9:08 pm

Yeah, this isn't a multiplayer mod. This is a whole new game using FTL engine (if such a thing could exist). Still looks good, after all one of the earlier concept builds of FTL had ship positioning and such.

Now when I think FTL Multiplayer I think of some co-op counter op where you could meet another ship, and either trade or have a full out battle with traditional FTL gameplay as moving crew targeting weapons deploying drones and managing systems. Not moving ships, however again I don't think FTL has a balanced mechanic for multiplayer. It would be the first to knock out the weapon systems usually is the winner if no sides have teleporters.
Warp Drive or Hyperspace?
zooperz
Posts: 2
Joined: Sun Jan 01, 2017 6:41 pm

Re: Hurray! Another multiplayer clone project. :)

Postby zooperz » Wed Apr 05, 2017 6:43 pm

I very much enjoyed the WASD controls. I hope there is at least an option in later releases. I understand click controls make it more similar to it's sister game, FTL, however they work differently with this engine. Since you are only controlling one person, and you are right-clicking. It would also make it more immersive to me, alas i have no idea how others feel. (other than my crew mates)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Apr 22, 2017 6:51 pm

Version a0.8.7 - Release notes:

Trailing mode bug fixed(essential for final boss in the story mode).
(For modders) Modify ship event can now rename ships.
(For modders) Sector_ships_present/absent conditions now have the ignore_class field, to ignore certain ship classes
Chickengames
Posts: 342
Joined: Mon Jul 04, 2016 3:24 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Chickengames » Sat Jun 17, 2017 4:27 am

Is this dead?
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jun 19, 2017 6:36 pm

Chickengames wrote:Is this dead?

The Tachyon comunity mostly moved to Discord.
Link is in the first post.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Oct 23, 2017 2:42 pm

Version a0.8.8 - Release notes:

Multiple bugs fixed(clients should no longer loose server connection)
Improved network performance
Improved "Downloading server data" time.
For modders: ​​in config.cfg of the server
UNIVERSE_SIZE is now replaced with
UNIVERSE_WIDTH and UNIVERSE_HEIGHT
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jan 15, 2018 12:31 pm

Version a0.8.9 - Release notes:

New features:
  • Added Cloaking system
  • Added Beam weapons system
  • Weapons can now have AOE.
  • You can now toggle the ship's self defense AI on and off, using the /SHIPDEF chat command.
  • Re-implemented the old keyboard movement controls: WASD - move, X - combat mode, SPACE - use system
  • Reactors now receive only 25% EMP damage.
  • Ship's evasion is now = 2% * Current engines charge rate.

Modding:
  • You can now have events that happen when a ship jumps, takes damage, or dies.
  • Modify ship event can now add or remove a range of sectors to be considered as explored ones.
  • Added the new Remove ship event
  • Added a new Random ship generator
  • Removed ship icons from the client folder - now it uses the scaled image of the ship isntead.
  • Weapons in gen ships - removed param #13
  • Added the new Play music/sound event
  • Added events that happen when a projectile hits a ship(can be applied to the shooter or the target)
  • Added the new Peace keeper Ship AI
  • Modify ship event can now install a system onto the ship into a random room(if there is enough space)
  • Life support AI and AntiLifesuport AI now also make sure that the shield system is powered up.
  • Modify sector event can mark a sector to be visible to all players on any ship.
  • In the Spawn ship event you can now specify a ship_model to use instead of a gen_ship_model.
  • Modify ship event can now add_ship_ai to the ship
  • Spawn ship event now has a new parameter chain_events_to_created. If it's set to 1 then all chain events from this Spawn ship event will be applied to the ships that were created by this Spawn ship event.
  • All events now have a new parameter chain_events_to_created_by_children. If it's set to 1 then all chain events from this Event will be applied to the ships that were created by preceding chain events.
  • You can now specify which races are available for choosing, whenever it is necessary to choose a random race for some NPC.

Other improvements:
  • Improved network performance.
  • Dashes ( - ) are now allowed in the Server IP field
  • Teleport system's ShieldsPass param not updated
  • Multiple other small bug fixes.

Also a new story mode is being developed. It will contain a lot more different random events.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jan 22, 2018 9:45 pm

Version a0.8.10 - Release notes:
Bug fixes:​

  • Min requirement for Java is now 8​ or more.
  • Java 9 issue - sun 64 decoder should be fixed now
  • Fixed event when pirates fighting each other would still shoot you​ instead of ignoring you.
  • Fixed a bug when server would majorly lag, if some NPC would get out in space.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Fri Jan 26, 2018 10:41 pm

Version a0.8.11 - Release notes:

Changes:

  • ​Shops not accessible in combat
  • ​Chat window now stays up a bit longer on incoming messages
  • NPC Life support AI now sends NPCs to heal and replenish O2 while ship is in hyperspace​.

​Rebalancing:
  • Shops not accessible in combat.
  • Evasion per engines power increased to 3%
  • EMP weapons are now more rare
  • More scrap drops
  • Some weapons charge times changed.

Modding:​
  • Evasion per engines power is now configurable in server's config file
  • For each ship system with param BREAK_ON_UNINSTALL=0 a copy is generated with BREAK_ON_UNINSTALL=1, RARITY=100, PRICE=0. These systems will have the same name as the original but with a prefix BOU_

Bug fixes:
  • Players' "Use systems" animation​​ was not working.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Feb 03, 2018 3:32 pm

Version a0.8.12 - Release notes:

Modding:
  • BOU systems' name starts with Rusty now
Bug fixes:
  • New projectiles network logic
  • Other minor fixes