My 1060 at 1080p performs fine. Planets with heavy storm activity definitely bring it down quite a bit, but it’s playable (just), although what it’s putting up on the screen certainly shouldn’t bring any modern GPU to its knees at any resolution really.
vyshka
1644
I found the colony. Apparently I skipped a planet the last time I visited the system.
It goes from 100+ fps down into 30s and 20s in the storm. Also noticed it drops a bit in hyperspace into the 40s.
A patch to make some of us very happy is live now…
The game now remembers the systems and planets you have visited and faded down the star graphic in the minimap and sector map. Labels are also faded and the line becomes green vs yellow for those visited.
also nice:
Planet scan screen now shows a count of the value of minerals on the right-hand side above the minerals list.
Added message for when you scan a low-value planet
Rock8man
1647
Yesssss. I can’t wait to continue my exploration tonight.
Last night I did run into a bug though. I ran into a race called the M’kay or something, and they wanted to hide with my fleet. But I didn’t have enough fleet points to take them with me. So I got a message saying they’ll stay right there and I can come back for them. This happened earlier in the game too with another race, and in that instance I went back and got more fleet points and came back for them. But in this case, the M’kay ship just disappeared. So there’s nothing to come back for.
Cool - I kind of slowed down my own play through to give some bug fixes time to get placed, and I think I’m ready to dive back in, as it were.
Edit: wait, is there really a race called the M’kay?

Howler
1649
That patch will be very helpful. I can’t wait to try it out!
Now I feel a bit bad for sloppy copy & paste…
The game now remembers the systems and planets you have visited and faded down the star graphic in the minimap and sector map. Labels are also faded and the line becomes green vs yellow for those visited. This change is not retroactive.
Not a problem for me though.
Sorry for being away a few days. I was on SCO so long that Stardock’s software business needed some love. I’ll be catching up and answering questions. Lots of cool stuff coming up!
The idea here was that these ships are supposed to be a finite resource. I suspect we will end up creating a separate HP vs. CREW display in the future to make this more clear. But the idea is you’re salvaging the ships but they’re kind of on their last legs.
vyshka
1653
Makes sense. I just don’t want to lose that battlecruiser ;)
Some of you saw that v1.01 has gone live. We will probably be doing a v1.02 to add more quality of life improvements based on feedback.
I mentioned to Tom that it would almost be worthwhile to have a QT3 “early access” group because some of the things mentioned here are things that are super-easy to address (<1 hour) but never came up during the Founders beta. Not their fault but rather because of the demographic of founders (a little bit more hard-core).
Even the “pin system” was added very late and we almost didn’t have an auto-fight module fearing it was “dumbing down” the game.
The 1.02 stuff is expected to include things like:
- More details on what weapons do before equipping
- More details on the role of a given ship that you’ve found so you have a better idea of whether it’s worth using in battle (depending on the enemy).
- Tons of little UI improvements. I’m not sure if @tomchick has had a chance to play much but this is the kind of stuff he tends to like too. But as the game expands into more of the “open universe” experience we need to add a lot more player UX features to make it not just easier but more fun.
I’ll be posting a lot more shortly on that as more players finish the initial adventure.
Case in point!
And mind you, these ships are all relatively small compared to the Dreadnought, Juggernaught, Motherships which you once in awhile run into. Eventually (in the future) you will have fleets of those that will require a different battle mode (i.e. Starfleet battles style) but right now, in 2088, only the Scryve can put out a >400 meter ship and you only see a couple of those.
vyshka
1656
Yeah, they have some painful ones. Luckily the biggest I’ve run into so far had a terrible turn rate. So it was a matter of getting behind it and doing as much damage as possible and repeat until it was down. The juggernaut though, if that is the one I think it is, is a bit more nimble so that doesn’t work as easily.
Demorve
1657
Just curious, does the GOG version ever get updated? My version is 1.005284 and I haven’t seen get any updates. In my opinion if you sell a game on multiple storefronts you need to update the game on all storefronts at the same time. Anyway back to the game. I use dual monitors and generally play using mouse and keyboard. The problem I’m having is the mouse cursor isn’t locked to the game and keeps moving to the other screen. When this happens I lose focus on the game and generally I die because I need to move the cursor back on to the game, push a button to refocus and by the time that happens I’m dead. This game needs a mouse lock. Another suggestion, it would be nice is the lander cannon could be aimed by using the mouse. Not sure how you would do that with a controller, but I’m pretty sure it could be done.
KevinC
1658
Realistically, why would a developer do that? You have much needed fixes/changes that you want to rush out to your customers ASAP, especially in the crucial few days after release. You’re not going to make 90%+ of your customers wait so that you can get packaging done on all the platforms your game is sold on.
Demorve
1659
I don’t think you would be making anybody wait. If my understanding is correct once the patch is finished the developer needs to make the patch steam compatible. Since they would still have the original patch code why not create the GOG patch at the same time using a different computer?
KevinC
1660
Stardock isn’t the only developer that has GOG patches lag behind Steam, so I don’t think it’s that simple. I’m not a game developer so I don’t have any experience with Steam, but I have done a fair amount of packaging work. It’s likely not an issue of utilizing extra hardware, but rather getting your new update packaged and formatted in a way that each vendor needs. Then you want to make sure your QA team has a chance to go through their battery of tests on each platform that the patch is available on. And it’s not just testing that your new fixes went in, but you need to do your regression tests to make sure you didn’t inadvertently break something unrelated that was working previously.
With Steam commanding such a large percentage of the userbase, I can imagine that Steam may be Stardock’s default workflow and that’s where things start. That update then needs to be packaged for GOG or other platforms, tests run, etc.
GOG version gets official updates but we don’t really have a “Branch” system as far as I know on GOG. v1.01 should be on GOG now.
By mouse lock you been as in capturing the mouse cursor onto a particular monitor?
This has gotten buffed further in v1.01 as farming ships should be a viable $ path. ;)