Nice. Really enjoying this.

The issue is GOG. They wrap patches in their own installers for those who choose not to use Galaxy. After GOG does this they do a battery of QA testing to ensure their patcher correctly applies the update. Takes a few extra days.

Thanks for the replies about patching. I was wondering why GOG didn’t get patched like steam. I prefer GOG over steam because it’s drm free and I don’t need GOG galaxy to play the game.

Brad, what I mean about mouse lock is when I play a game in fullscreen I need to alt-tab to get the mouse to interact with any other programs I’m using. Borderless window works just like your game. I can move the mouse where ever I want without alt-tabbing. Star Control works the same whether it’s in fullscreen or borderless window. Since I default to using a mouse and keyboard (actually mouse and Logitech G13) having the cursor move to my second screen during a hectic moment I end up clicking on something that I may not want to in addition to losing focus on the game and dying a horrible death. I hope I explained it so you can understand, maybe someone else with dual monitors can explain it better then me.

It’s something that modders can do but we don’t have official support of it due to some camera polish work that would be needed. We do plan to offer it as an option outside of the adventure game but not as part of the adventure.

Dear Brad:

The Epsilon Fatum breadcrumbs need a lot of work. The player is tricked (by the logs) into thinking they have met the requirements for the [redacted] to appear in that system, when they haven’t. In my case, why in the world should I have to go through another Drenk dialogue about the [redacted, above] when the Menk, the Scryve, and the Measured have straight-up told me what’s going on and where the [redacted] is going to be? There has to be a better way to gate this and make it clear the player needs to talk to all parties involved.

Found a dead space fish long before I – the player – even knew what a space fish was. “Captain, we’ve found another dead space fish here”. Oh, ok.

There is a save-corruption bug whose presence can be noted when the player’s ship disappears (goes invisible) in the inner system map. Reloading a save doesn’t fix it. You have to restart the game and load a good save to fix it. Not sure when this occurs, but it’s happened to me three or so times.

The “hey, this planet is useless” toast works… once.

Still having a great time so far, though.

Interesting! What was the thought process that led to ditching wrap around maps? Just simpler, faster? Or was there a game design element that demanded it?

I’ve met all the homeworlds and the new thing happened. I’m done at this point. The writing was great and had me laughing multiple times. The gameplay itself is pretty weak though. I somehow didn’t play the other Star Controls (Genesis version of Star Flight FTW) so I wasn’t exactly sure what to expect. I found that the three main game systems (arcade fighting, vacuuming shiny bits and flying around the solar system completing quests/upgrading your ship) were way too shallow for my tastes. I wanted something closer to Space Rangers with great writing.

I just started playing this and I have 3 ships in my fleet. I also bought the AI upgrade. However, whenever any battle starts, my main ship fights. How do I use my fleet ships?

The AI decides what ship it wants to use. The only way to control which ships are used, is to also control the combat.

Ok, thanks for that info. Is there a way to toggle the AI mode?

Not easily; you need to remove the component, which, AFAIK, you must do at starbases and similar stops.

Yeah, you can only swap it out at a shipyard.

That kind of sucks. So I have found a few crashed ships. It says maybe we can fix them up. So how does one do this? Is there some tutorial I am missing?

They are added to your fleet if there’s space left in your command cap. Otherwise, they’re added to the queue of “purchasable” ships at starbases. They will show up as costing 0RU,like other freebie vessels

I wish there was a way to toggle the AI off mid fight.

Until the AI gets better at fighting I don’t see how someone using it can complete the game. The first time they run into a major scryve ship, their progress will be halted.

The AI module confuses me. I assumed - like any auto-resolve in a game - that it’s there to skip easy battles that aren’t worth fighting, but if it’s too effective then surely it just becomes a win button? Surely there has to be some risk to using it with harder battles. I mean I’ve never used it, I enjoy the combat, so I’m not sure whether that’s the intention.

I get your point. And actually, if memory serves, the ship combat in SC:O is easier than SC2. I grabbed the AI module because I could. OTOH lately I want to jump into fights, but I can’t. And I want it for when I just don’t feel like handling it myself. Like I said, I with it had a toggle. @Brad_Wardell

I would expect that as well, and there are fights where it wins outright, others where it loses some ships and still wins, and then there are cases where it gets completely wiped and you have to load a save and go again. There are some fights though right now that I think no matter how many times you reload a save the AI would lose every time. There are also ship loadouts that seem to confuse it, for example if you have a phasor, which is described as a defensive weapon, and hyper nukes it will completely ignore the fact it has those nukes and try to close distance with the enemy and hit it with the phasor.

Definitely sounds like it needs some work, but perhaps a better description of it might be helpful. Something along the lines of “Hand control of battles over to an unpredictable AI that you can completely rely on to win every time. That’s what it says on the box, but that doesn’t seem very likely. Use at your own risk!”