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Re: Hurray! Another multiplayer clone project. :)
Posted: Thu Mar 30, 2017 9:08 pm
by Marinealver
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.
Re: Hurray! Another multiplayer clone project. :)
Posted: Wed Apr 05, 2017 6:43 pm
by zooperz
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)
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Apr 22, 2017 6:51 pm
by kcd.Spektor
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
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Jun 17, 2017 4:27 am
by Chickengames
Is this dead?
Re: Hurray! Another multiplayer clone project. :)
Posted: Mon Jun 19, 2017 6:36 pm
by kcd.Spektor
Chickengames wrote:Is this dead?
The Tachyon comunity mostly moved to Discord.
Link is in the first post.
Re: Hurray! Another multiplayer clone project. :)
Posted: Mon Oct 23, 2017 2:42 pm
by kcd.Spektor
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
Re: Hurray! Another multiplayer clone project. :)
Posted: Mon Jan 15, 2018 12:31 pm
by kcd.Spektor
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.
Re: Hurray! Another multiplayer clone project. :)
Posted: Mon Jan 22, 2018 9:45 pm
by kcd.Spektor
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.
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Jan 26, 2018 10:41 pm
by kcd.Spektor
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.
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Feb 03, 2018 3:32 pm
by kcd.Spektor
Version a0.8.12 - Release notes:
Modding:- BOU systems' name starts with Rusty now
Bug fixes:- New projectiles network logic
- Other minor fixes