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  2. Greetings Space Explorers! Here goes the Beta 9.0! Selected parts: Major rethink and redesign of the expedition feature 🗺️ Complete rethink of the star system navigation interface 🌏 And, as usual, some other features and bugfix 🐛 As usual, we really appreciate your feedback (and/or bug reports...), so please, if you have additional thoughts or observations, don't hesitate to share them. The Crying Suns development team. Changes Gameplay MAJOR : Complete rethink of the expedition feature (Thanks to players feedbacks) The expedition preparation panel knows give risk/reward range informations for each hero The rewards are now clearly separated between one or two "artifacts" plus standard rewards collected along the way The interface provides clearer informations about the collected loot, all the previous steps, and the skill matching resolution per situation The flow has been remade from scratch! MAJOR : Rebalanced first sector to make the difficulty raise smoother and balanced MAJOR : Rebalanced Frigate and raise their life points The weapon cooldown is now preserved if you undock/dock it during tactical pause. AI now deploys its units with a bit of randomness While being subject to a shockwave after a hull explosion, squadrons can now chose a destination or target order that will be carried on after the paralysis is over An undeploying squadron now no longer stops its movement towards the battleship if intercepted Story and events MAJOR : Big updates on all events thanks to your feedbacks (and a bit of balancing too) MAJOR : Added another batch of events, 90% of final events are now in the game, close to 300 non story events available in game! MAJOR : Big rewrite of the first story events to make them "tighter" and some improvement of the pacing between story events and gameplay BACKERS : The named stars, story NPC from the backers are now in the game! Doctor Tahee now appear in events in a "crew bubble" instead of an external communication bubble Interface, Graphics and Sounds MAJOR : New information display and wording for the "Anomaly" on points of interest (formerly misleading "potential threat") MAJOR : Complete rethink of the star system navigation interface MAJOR : Improvement on the ennemy HUD, critical dispatch on enemy rooms should be now easier to understand MAJOR : Boss chapters now have their own "boss battleship" visual (only Mother is available in the beta for now) and specific visual environment MAJOR : The game has a brand new main menu! The flow is not the final one but the menu is close to its final form MAJOR : New Command Center ! It has been improved, added some details and widened the field of view MAJOR : Updated the whole space positioning of objects in the game to make it more "realistic" and avoid some issues like objects overlaping with each others MAJOR/BACKERS : Now includes the game Credits, with our Backers names! Improved dialog choices appearance and disappearance animations Added several tooltip to outcomes in the outcome panel Added an option for streamers to remove all "debug" information on screen (available from main menu or options) Changed several icons on the starmap Made some improvements to the dialogue bubbles to avoid as much as possible overlap between dialogs and choices or dialogs and interface Added tooltips to the main ressources stock counters Added some colors to highlight, in tutorials or story events, important gameplay information (only to help understanding the main concepts) BugFix Major FIGHT : Fix the infamous 5 Kamikaze drone pattern, it should not appear anymore in sector 1. FIGHT : Fix UI display for squadrons life that were inconsistent in their hover panel with their real life FIGHT : Fix non working 3rd and 4th weapon dock FIGHT : Fix an issue where it was impossible to target the enemy battleship with a weapon FIGHT : Fix a game freeze caused by successive dock/undock on a squadron FIGHT : Fix a targeting issue where the squadron was not targeting the selecting battleship room CUTSCENE : Fix heratic display of Idaho's knees and idle animation in introduction cutscene GRAPHICAL : Fix several lightning issues with planets and in the fight GRAPHICAL : Fix multiple visual issues on the chapter boss display SAVE : Fix an issue where it was impossible to continue the current run if the player quit after the first story fight SAVE : Fix an issue where the planet was changing after a continue from save PERFORMANCE : Fix some asset and lighting issues that were being unnecessary stressful for the processor BugFix Minor NARRATIVE : Fix an issue on some events where the narrator visual was not properly updated INTERFACE : Fix a display issue where the current hull bar was not visually expanding INTERFACE : Fix a display issue with quest in the system navigation interface INTERFACE : Fix the squadron's lifebar which was visually hiding 7% of the life points INTERFACE : Fix a display issue where the hover panel was not appearing on the star map interface INTERFACE : Fix a display issue where the narrator sprite was switching a bit too early before speaking INTERFACE : Fix some tooltip heratic positioning GRAPHICAL : Fix several small render and lightnening discrepancies GRAPHICAL : Fix a missing visual shop for The special "start of a new sector" BUGREPORT : Fix an issue when opening the bugreport in some state which freezed all animations NARRATIVE : Fix text overflow in central dialog window (now it resizes!) NARRATIVE : Fix an issue where it was possible to click "too fast" to skip dialogue and unwillingly selecting a choice NARRATIVE : Fix an event (pirate ship munity) where the player could use two different specialist officers in a row, but it display was broken.
  3. Demerzel

    Gas giant colony, with beacon half inside it.

    Thanks for your report ! it's an issue we were aware of and it should be fixed in the next version 🙂
  4. Great 🙂 And thanks for your support!
  5. Hey guys, My friend told me about this game and I'm really hooked on the concept and the execution I've seen so far. I'm just wondering if the beta on itch.io includes the game when it releases. The website doesn't say much, but the kickstarter has the $30 which includes it. I'm probably going to buy the beta anyways, but I just wanted to clarify. Keep up the good work! #Edit nvm, the forum post says you do.
  6. Caroline

    Beta 8 Changelog

    Greetings Space Adventurers! Here goes the Beta 8.0! Selected parts: Battleship cells are now associated with a specific system, focusing on one augments the chances to provoke a critical effect on the associated system, You can now have multiple heroes supporting the same system, And, as usual, some other features and bugfix! As usual, we really appreciate your feedback (and/or bug reports...), so please, if you have additional thoughts or observations, don't hesitate to share them. The Crying Suns development team. Changes Gameplay MAJOR : Battleship cells are now associated with a specific system, focusing on one augments the chances to provoke a critical effect on the associated system MAJOR : Depending on your upgrades or your starting battleship, you can now have multiple heroes supporting the same system MAJOR : It's now possible to choose a specific target for squadrons when multiple targets are available. We also added a visual cue to identify the current short range target. The fight tutorial has been slightly improved by adding color to the most important information Lots of balancing adjustments. Events should be a bit more rewarding (on average) and difficulty for sector 1 should be a bit easier at the start; Story and events MAJOR : More than 80 new random events added in the game! MAJOR : You can now encounter some special events about the local faction ruling those sectors. They could increase the threat levels in the sector MAJOR : Multiple big improvements to the dialogs display When going back to a list of choices, the narrator now displays an alternative dialogue to present those choices New icons to identify back, exit and lore choices "New" information displayed when a new choice has been added to the list The holographic effect applied to the dialogue windows has been improved The back of the central dialogue window now displays the narrator faction logo The narrator name in the central dialogue window should now be easier to read The lore choices can now be read again New npcs pictures have been added, some old ones have been changed or updated Encountered random npcs now have their own randomized name and titles, coherent with their faction of origin Some events can now yield battleship upgrades Lot of adjustments and corrections on events, thanks to your feedbacks ! Graphic and sounds MAJOR : All animated characters on screen now have a "talk" animation when they talk The "Folder" now appears behind the final boss of chapter 1 Changed the Heroes capabilities icons New idle variation for Admiral Idaho, shown "thinking" from time to time BugFix Major EVENTS : Some events were causing damages to the player’s hull and causing the player to reach 0 and game over. Should not happen anymore SOUND : The "mute all" toggle was not muting sound effects, only music FIGHT : A fight pattern with the enemy starting with 5 kamikaze drones was appearing too soon in the game FIGHT : Enemy AI was not properly using weapons with persistent damage effects BUGREPORT : After multiple reports were sent, the bug report tool stopped working BugFix Minor An auxiliary system supposed to protect the last hull bar was not doing its job. Sometimes the player couldn't unpause the game by pressing "spacebar" after using the time controllers buttons Some events were still displaying the wrong enemy battleship A number was appearing on the undeployed heroes, it was a debug information with no gameplay meaning The pre-run heroes selection was not displaying the heroes skill tooltip Heroes “hover over” information during events were accessible, but it shouldn't have The flak canon icon was blurry When clicking to select a squadron to deploy, it was also clicking on the cell beneath it Multiple unwanted behaviors happening when the units are repelled due to a hull part exploding have been fixed The choices conditions were sometime overlapping with the dialogue window Some old information about "focus points" were still appearing on the critical hover display The Officers dialogue bubble was sometime appearing behind some heroes
  7. Caroline

    Beta 8 Changelog

    Greetings Space Adventurers! Here goes the Beta 8.0! Selected parts: Battleship cells are now associated with a specific system, focusing on one augments the chances to provoke a critical effect on the associated system, You can now have multiple heroes supporting the same system, And, as usual, some other features and bugfix! As usual, we really appreciate your feedback (and/or bug reports...), so please, if you have additional thoughts or observations, don't hesitate to share them. The Crying Suns development team. Changes Gameplay MAJOR : Battleship cells are now associated with a specific system, focusing on one augments the chances to provoke a critical effect on the associated system MAJOR : Depending on your upgrades or your starting battleship, you can now have multiple heroes supporting the same system MAJOR : It's now possible to choose a specific target for squadrons when multiple targets are available. We also added a visual cue to identify the current short range target. The fight tutorial has been slightly improved by adding color to the most important information Lots of balancing adjustments. Events should be a bit more rewarding (on average) and difficulty for sector 1 should be a bit easier at the start; Story and events MAJOR : More than 80 new random events added in the game! MAJOR : You can now encounter some special events about the local faction ruling those sectors. They could increase the threat levels in the sector MAJOR : Multiple big improvements to the dialogs display When going back to a list of choices, the narrator now displays an alternative dialogue to present those choices New icons to identify back, exit and lore choices "New" information displayed when a new choice has been added to the list The holographic effect applied to the dialogue windows has been improved The back of the central dialogue window now displays the narrator faction logo The narrator name in the central dialogue window should now be easier to read The lore choices can now be read again New npcs pictures have been added, some old ones have been changed or updated Encountered random npcs now have their own randomized name and titles, coherent with their faction of origin Some events can now yield battleship upgrades Lot of adjustments and corrections on events, thanks to your feedbacks ! Graphic and sounds MAJOR : All animated characters on screen now have a "talk" animation when they talk The "Folder" now appears behind the final boss of chapter 1 Changed the Heroes capabilities icons New idle variation for Admiral Idaho, shown "thinking" from time to time BugFix Major EVENTS : Some events were causing damages to the player’s hull and causing the player to reach 0 and game over. Should not happen anymore SOUND : The "mute all" toggle was not muting sound effects, only music FIGHT : A fight pattern with the enemy starting with 5 kamikaze drones was appearing too soon in the game FIGHT : Enemy AI was not properly using weapons with persistent damage effects BUGREPORT : After multiple reports were sent, the bug report tool stopped working BugFix Minor An auxiliary system supposed to protect the last hull bar was not doing its job. Sometimes the player couldn't unpause the game by pressing "spacebar" after using the time controllers buttons Some events were still displaying the wrong enemy battleship A number was appearing on the undeployed heroes, it was a debug information with no gameplay meaning The pre-run heroes selection was not displaying the heroes skill tooltip Heroes “hover over” information during events were accessible, but it shouldn't have The flak canon icon was blurry When clicking to select a squadron to deploy, it was also clicking on the cell beneath it Multiple unwanted behaviors happening when the units are repelled due to a hull part exploding have been fixed The choices conditions were sometime overlapping with the dialogue window Some old information about "focus points" were still appearing on the critical hover display The Officers dialogue bubble was sometime appearing behind some heroes
  8. Demerzel

    New SF on Netflix

    Hello ! Yes I had an eye on this one since it was announced but unfortunatly I've seen mixed reviews (or worse) so it's sitting on my watchlist for now. Curious to hear your thoughts about it if you go a bit further though 🙂
  9. Caroline

    Beta 7 changelog

    @Bryan, thanks for your feedback. The game is created to be hard, but for now, the beta version isn't fully balanced. With your explanations, I think I understand the problem: just as FTL, you can't go back (=go left) on the map, or you will encounter a "threatening fleet" which follows you, and is way stronger than usual enemies. You have to choose wisely which path you are going to take to the exit, because you can't visit each and every systems on the map (otherwise, systems will become orange, then red = big big danger). Balancing is one of our priority, and we are working on it. We will send a survey with the next Beta version, which will normally be released this week. This survey will help us to understand how players perceive the difficulty in Crying Suns. @Specta Hope your test goes well ^^
  10. Hello @Specta, The version of the demo is the same version as the current beta version BUT there is a slight difference: beta players have access to the entire Chapter 1 (4 sectors). Demo players have only access to the 1rst sector (= 1/4 of the 1rst chapter). We are working on the release of a new beta version, which should be sent this week. Have I answered your question?
  11. Specta

    New SF on Netflix

    Hello, I would like to suggest you to take a look at NightFlyers on Netflix. Based on a G.R.R Martin book. I saw only the first one so I don't know if it will be good but there are some nice stuff IMO. (IMDB source) : A crew of space explorers embark on a mission to find a mysterious alien ship
  12. Specta

    Beta 7 changelog

    Nice, I did not play since some time, I am happy to test the beta 7 !!!
  13. Hello, I am not sure to understand if the demo on steam is the beta we have access here (beta 7 at the moment) ?
  14. Bryan

    Beta 7 changelog

    I really like the graphics and interface for Beta 7, but the game has suddenly got a lot harder. With fuel doubling in cost and the high cost of hull replacement I can't fit in much in the way of upgrades. Most expeditions not doing much more than breaking even after I have to purchase so many more commandos. I have been unable to even get to the end of the first map. The first time I meet a ship with two hull gauges and a handful of squadrons I get killed. Every time.
  15. I'm posting this here because the game's bug reporting feature stopped working yesterday. I found a beacon that was clipping into a gas giant because the gas giant was so big its model reached out to where the beacon was. Most of the beacon was submerged, but I could still see a little bit of the bottom of it poking out and some antennas, or whatever they are. There was also an event on this location about a colony, which should be impossible on a gas giant. In addition, some of the text in the event overflowed from it's textbox. Unfortunately, I don't think I will be able to provide any of the juicy metadata that I presume the bug reporter collects when you sent a bug report. Event spoilers, so that you know which one I'm talking about: The event was about a colony that was having too many babies, due to the failure of some OMNI operated imperial tech that prevents conception. When questioned about why they don't just abstain, the leader claims that the women continue to asexually reproduce and give birth despite that, and the she (the leader) herself is proof to that. I sent an engineer hero to fix some old, non-OMNI, "birther" tech and they gave me scrap in return. P.S. This is unrelated to the aforementioned bug, but I haven't been receiving backer kit emails. I still get the update emails, but the emails containing a link to the game download have stopped. Luckily I can just use the old backer kit emails to get there, so it's not a big problem. My email is the same as the one I use for this forum.
  16. Caroline

    Beta 7 changelog

    Greetings Space Adventurers! 🥁...Drum roll...🥁 We are thrilled to announce the release of the biggest update in the history of Crying Suns... Here goes the Beta 7.0! Selected parts: a major update of the battle system and interface, for a better game flow! you can now save your game! the different factions you fight now have specific auxiliary systems, setups and units. Beware of the Scrapper with their kamikaze drones or the Akibara's with their invisible units! The whole chapter 1 is now available! Thanks to our Beta-testers and fans, we have been able to make the game evolve, and hope you will enjoy those changes. We are eager to collect your impressions about the new gameplay and features (all detailed below). As usual, we really appreciate your feedback (and/or bug reports...), so please, if you have additional thoughts or observations, don't hesitate to share them. The Crying Suns development team. Changes Gameplay MAJOR : Save and Continue are now available, you can now quit your current run and continue it later MAJOR : Focus points have been dropped for a better game flow MAJOR : Complete redo of the fight interface ! MAJOR : change to the basic unit type The frigate replaces the cruiser as a basic unit. The cruisers still exist but are not "basic units" anymore MAJOR : changes in Hero usage Each Hero can now support a different system of the battleship They can support the structural shield system and repair the hull over time They can support the squadron control system room and increase fire rate and speed of the squadrons They can support the Weapons Bay system and decrease the loading times for weapons Each Hero has a specific ability that applies to one system of the battleship in particular (improving weapons, or speeding up hull repair...) MAJOR : Critical damages have been rethought Critical damages are now applied to whole system, each system controling a specific part of the battleship (squadrons, weapons or hull) A Hero supporting a system with a critical damage cannot continue to support their system. Instead he or she will do their best to repair the critical damages. This is now the only way to repair the critical damages When a system of the ship suffers a critical damage, all heroes supporting it lose 1 life point When a Hero has zero life points, they suffer an injury and are unusable for the fight (reminder: a Hero permanently dies if dealt two injuries) The fight tutorial (and helpers) have been updated to match the various gameplay changes New upgrade available to decrease the lock duration for squadron docks when they are wrecked Smart path: the proposed squadron's path is now the safest path and avoid all avoidable risks Faction setups: the different factions you fight have now specific auxiliary systems, setups and units. Beware of the Scrapper with their kamikaze drones or the Akibara's with their invisible units Destroying a squadron will now trigger a short-circuit, locking the usage of the dock for a short time. No more attritions in fights, use this time to your advantage and attack the battleship ! Depleting a hull bar will now create a battleship explosion, causing all units to be repelled and deactivated, giving you time and space for a come back ! Various balancing changes (various prices and presence in shop, star map size, startup upgrades... etc) You can now increase the fight speed (bottom right menu) Story and events MAJOR : The whole chapter 1 is now available ! MAJOR : 44 whole new events have been added to the game QUESTS : added the "quest" feature, meaning you can encounter an event that will add a quest event (marked on the map) in the next sector. Only one story event using this for now but more are coming ! Lots of writing improvements to story and events (thanks to player feedback!) Small improvements to the name generation for regular heroes, planets, stations and stars Graphic and sounds The game now has an icon ! The audio can be muted from main and ingame menu New music for "story events" New scene when you die where you can contemplate Idaho's death New environment objects available on POI (satellites, crates and escape pods) Small improvement to the Kosh-Buendia battleship (lights and material) Small improvements to various event sounds (Guns, footsteps etc...) Fixed some issues where some sounds did not stop when exiting a cutscene or the game (back to menu) BugFix Major EXPLORATION : random bug where the "click" on a destination was no longer working Various random bugs that were either "freezing the game" or making it impossible to leave the current scene BugFix Minor FIGHT : Stealth fighter were attacked by turrets EXPEDITION : Losing or winning commandos in an event on an expedition POI was not updating the POI requirements DIALOGS: Some dialog bubbles were overlapping with choices making them hard to read DIALOGS: During an ellipsis, the dialog bubbles were not cleaned, making it a bit weird when going back from ellipsis NAVIGATION : The graph exit was always generated in a very small bottom right area Kaliban tentacles were sometime preventing the click on the weapon docks
  17. Caroline

    Beta 7 changelog

    Greetings Space Adventurers! 🥁...Drum roll...🥁 We are thrilled to announce the release of the biggest update in the history of Crying Suns... Here goes the Beta 7.0! Selected parts: a major update of the battle system and interface, for a better game flow! you can now save your game! the different factions you fight now have specific auxiliary systems, setups and units. Beware of the Scrapper with their kamikaze drones or the Akibara's with their invisible units! The whole chapter 1 is now available! Thanks to our Beta-testers and fans, we have been able to make the game evolve, and hope you will enjoy those changes. We are eager to collect your impressions about the new gameplay and features (all detailed below). As usual, we really appreciate your feedback (and/or bug reports...), so please, if you have additional thoughts or observations, don't hesitate to share them. The Crying Suns development team. Changes Gameplay MAJOR : Save and Continue are now available, you can now quit your current run and continue it later MAJOR : Focus points have been dropped for a better game flow MAJOR : Complete redo of the fight interface ! MAJOR : change to the basic unit type The frigate replaces the cruiser as a basic unit. The cruisers still exist but are not "basic units" anymore MAJOR : changes in Hero usage Each Hero can now support a different system of the battleship They can support the structural shield system and repair the hull over time They can support the squadron control system room and increase fire rate and speed of the squadrons They can support the Weapons Bay system and decrease the loading times for weapons Each Hero has a specific ability that applies to one system of the battleship in particular (improving weapons, or speeding up hull repair...) MAJOR : Critical damages have been rethought Critical damages are now applied to whole system, each system controling a specific part of the battleship (squadrons, weapons or hull) A Hero supporting a system with a critical damage cannot continue to support their system. Instead he or she will do their best to repair the critical damages. This is now the only way to repair the critical damages When a system of the ship suffers a critical damage, all heroes supporting it lose 1 life point When a Hero has zero life points, they suffer an injury and are unusable for the fight (reminder: a Hero permanently dies if dealt two injuries) The fight tutorial (and helpers) have been updated to match the various gameplay changes New upgrade available to decrease the lock duration for squadron docks when they are wrecked Smart path: the proposed squadron's path is now the safest path and avoid all avoidable risks Faction setups: the different factions you fight have now specific auxiliary systems, setups and units. Beware of the Scrapper with their kamikaze drones or the Akibara's with their invisible units Destroying a squadron will now trigger a short-circuit, locking the usage of the dock for a short time. No more attritions in fights, use this time to your advantage and attack the battleship ! Depleting a hull bar will now create a battleship explosion, causing all units to be repelled and deactivated, giving you time and space for a come back ! Various balancing changes (various prices and presence in shop, star map size, startup upgrades... etc) You can now increase the fight speed (bottom right menu) Story and events MAJOR : The whole chapter 1 is now available ! MAJOR : 44 whole new events have been added to the game QUESTS : added the "quest" feature, meaning you can encounter an event that will add a quest event (marked on the map) in the next sector. Only one story event using this for now but more are coming ! Lots of writing improvements to story and events (thanks to player feedback!) Small improvements to the name generation for regular heroes, planets, stations and stars Graphic and sounds The game now has an icon ! The audio can be muted from main and ingame menu New music for "story events" New scene when you die where you can contemplate Idaho's death New environment objects available on POI (satellites, crates and escape pods) Small improvement to the Kosh-Buendia battleship (lights and material) Small improvements to various event sounds (Guns, footsteps etc...) Fixed some issues where some sounds did not stop when exiting a cutscene or the game (back to menu) BugFix Major EXPLORATION : random bug where the "click" on a destination was no longer working Various random bugs that were either "freezing the game" or making it impossible to leave the current scene BugFix Minor FIGHT : Stealth fighter were attacked by turrets EXPEDITION : Losing or winning commandos in an event on an expedition POI was not updating the POI requirements DIALOGS: Some dialog bubbles were overlapping with choices making them hard to read DIALOGS: During an ellipsis, the dialog bubbles were not cleaned, making it a bit weird when going back from ellipsis NAVIGATION : The graph exit was always generated in a very small bottom right area Kaliban tentacles were sometime preventing the click on the weapon docks
  18. Caroline

    Beta 6 changelog

    Greetings Space Adventurers! Here goes Beta 6.0! We have been working A LOT... The sectors are bigger and more dangerous than ever, with new planets and more combat possibilities for you... and for your enemies. The good news is you can now find auxiliary systems to upgrade your battleship. Want more armor? Want to perform more sneaky attacks? Want more squadron regeneration? Well now it’s all possible. But don't get cocky. Additional squadrons with specific abilities could also mess with your battle strategies. Also, your battleship no longer has unlimited spaces for heroes: when all the spaces are full, you’ll have to make some tough choices and even part ways with them: "Goodbye and thank you for your service!" The team is also working on some additional elements that won’t be ready for this version. You’ll just have to wait until the next Beta to discover them. You’re going to discover many surprises in the upcoming weeks! As usual, we really appreciate your feedbacks (and/or bug reports...), so please, if you have additional thoughts or observations, don’t hesitate to share them. Sincerely, The Crying Suns development team Gameplay Battleship can only accept a limited number of Heroes A new pop-up allows the player to choose an extra unit to employ Auxiliary Systems: boost your Battleship’s capacities Pirate Transponder: lure battleground turrets Church Quarks Cooling systems: Battleship weapons fire more often Kosh-Buendia Armor: Your hull is partially immune to enemy battleship weapons Akibara-Sung Stealth Engines: Stealth squadrons deploy as invisible units and move faster Scrapper Repair Drones: Your squadrons regenerate while docked Specific squadron abilities: Akibara-Sung Stealth Fighters: can turn invisible on the battlefield Church Stasis Cruisers: will slow down engaged enemies Kosh-Buendia Decoy Cruisers: will attract any enemy shots Scrapper Kamikaze Drones: will damage nearby units upon death Graphic and sounds New visuals for Zapper Weapon New visuals for Black Matter Canon New visuals for the Meteorite Shower New planets (ice, volcanic, desert, gaseous..) BugFix Minor Invisible units won't be detected by turrets, nor stop to fight passing enemies Fixed some events Various bug and visual glitches were fixed If you have questions or feedbacks about this changelog, please post here, or join our Discord server. Enjoy!
  19. Caroline

    Beta 6 changelog

    Greetings Space Adventurers! Here goes Beta 6.0! We have been working A LOT... The sectors are bigger and more dangerous than ever, with new planets and more combat possibilities for you... and for your enemies. The good news is you can now find auxiliary systems to upgrade your battleship. Want more armor? Want to perform more sneaky attacks? Want more squadron regeneration? Well now it’s all possible. But don't get cocky. Additional squadrons with specific abilities could also mess with your battle strategies. Also, your battleship no longer has unlimited spaces for heroes: when all the spaces are full, you’ll have to make some tough choices and even part ways with them: "Goodbye and thank you for your service!" The team is also working on some additional elements that won’t be ready for this version. You’ll just have to wait until the next Beta to discover them. You’re going to discover many surprises in the upcoming weeks! As usual, we really appreciate your feedbacks (and/or bug reports...), so please, if you have additional thoughts or observations, don’t hesitate to share them. Sincerely, The Crying Suns development team Gameplay Battleship can only accept a limited number of Heroes A new pop-up allows the player to choose an extra unit to employ Auxiliary Systems: boost your Battleship’s capacities Pirate Transponder: lure battleground turrets Church Quarks Cooling systems: Battleship weapons fire more often Kosh-Buendia Armor: Your hull is partially immune to enemy battleship weapons Akibara-Sung Stealth Engines: Stealth squadrons deploy as invisible units and move faster Scrapper Repair Drones: Your squadrons regenerate while docked Specific squadron abilities: Akibara-Sung Stealth Fighters: can turn invisible on the battlefield Church Stasis Cruisers: will slow down engaged enemies Kosh-Buendia Decoy Cruisers: will attract any enemy shots Scrapper Kamikaze Drones: will damage nearby units upon death Graphic and sounds New visuals for Zapper Weapon New visuals for Black Matter Canon New visuals for the Meteorite Shower New planets (ice, volcanic, desert, gaseous..) BugFix Minor Invisible units won't be detected by turrets, nor stop to fight passing enemies Fixed some events Various bug and visual glitches were fixed If you have questions or feedbacks about this changelog, please post here, or join our Discord server. Enjoy!
  20. Hello guys, first you are doing a great job with crying suns! Hope you can forgive my mistakes but I'm not a native English speaker. I've played the two last versions of crying suns (the last one I'm referring to was uploaded on October 23), and got hooked on the game. I'd like to share my point of view on some aspects that I found that could be improved. 1) Exploration 1.1) Exploration should be faster or it should have some more meaningful options than continue or retreat. Maybe having some options reflecting the lieutenant skills. The way it is paced it gets boring after a couple of times. I've never retreated, finishing it always seems more profitable. 1.2) You shouldn't be forbidden to launch expedition with fewer than 10 commandos, it's riskier but it’s your choice. I've yet to see if you can lose a lieutenant on an expedition, the farthest I got was only one commando alive and the lieutenant. 1.3) Expeditions the way they are now are always a good choice, I draw my progression on the star map based on the existence of expeditions along the way since they are by far the best rewarding events. Even if you lose all the commandos, the expedition is still rewarding enough to be undertaken. Maybe you could make something like you get half the total scrap for finishing the expedition and 5% more for each commando alive at the end (maxed at 100%) so it would mean something sending more troops. For the expeditions that reward you with weapon or a hero something like if you score a 85% rate or more you get a weapon or hero from a certain rank if you get less than 85% but still complete the mission you get a weapon or hero from a lower rank, or something in these lines. 2) Combat 2.1) Combat is interesting but hardly challenging after you get your 2nd hangar dock, positioning a cruiser behind a fighter unit almost ensures your win every time if you correctly deploy them after enemy squadrons start to move. To finish the job, you just have to decide if the enemy squadrons are strong enough to endanger yours, if so fire a couple of laser beans on their cruiser and the job is done. 2.2) Enemy ships that have weapons that damage only squadrons should have a backup ship damaging weapon. Those are the most boring fights, after dealing with the enemy squadrons you can recall yours to protect them and wait for your lasers to refill to finish the enemy. 2.3) Squadron movement should be changed: 2.3.1) Once given a command to move from A to B the squadron stops if it fights an enemy before reaching its destination. If focus points are used to issue an order the order should be resumed even after a fight. Maybe the used focus point on the order could be locked until it is complete, or the unit destroyed, so giving an order would feel more like a commitment. The way it is, in a battleground without obstacles, I can send my squadrons to the enemy ship knowing that they will eventually stop to fight and that after the fight I'll be able to redirect them as I see fit. 2.3.2) Waypoints in squadron movement should be allowed in some way with a reduced focus point cost, I'm thinking in something like pressing shift after selecting the squadron and then selecting the desired locations, for each 2 waypoints after the first the focus cost should be raised by one. In the actual version avoiding asteroid fields is not doable due to the high focus cost and its best to use squadrons defensively, and after finishing the opposing squadrons you can send your squadrons one by one to attack the enemy ship. I think waypoints would permit more strategy to the combat, by introducing planned "feints", and tactics like hitting the enemy from behind. 2.4) Strategic bonuses should be implemented, like flanking, etc. 2.5) Shortcuts to access the deployed weapons and squadrons would help a lot. 2.6) Enemy ship life is concentrated in a single bar and they only have one vulnerable hexagon to attack, while your ship has 4 of both. The most dangerous moment in the combat is when you lose a full health bar, at that very point you might get multiple critical negative effects that may hinder you until death. If you didn't take measures to counter an attack before the loss of a health bar you might expect the loss of a second one or even the destruction of your ship. I like that, but it feels the enemy ship is way better than yours since he won't ever have those kind of problems and have less room to be attacked. 2.7) The meteor shower and turrets were nice additions and could be improved, I’m thinking in effects that could hinder everyone like strong magnetic fields, solar winds, space junk and others. 2.7.1) Turrets make the fight a lot easier since AI doesn't fight them well, in one fight all the enemy squadrons were wiped out by the turrets while mine navigated between them without problem. I really can't find much of an explanation to why those turrets were deployed in space firing at everything and think that if you can't build upon the idea it should maybe be taken out, mainly because of the difficulty reduction they incur on the fight. 2.7.2) Meteor shower are unpredictable and can cause a lot of damage to squadrons and ship. Because enemy ships have only one vulnerable spot it is 4 times less probable that they'll be hit by a meteor and even if it makes things harder for the player, I don't find it nice. One of the few times I lost a combat in Crying suns was during a meteor shower that hit 2 spots of my ship and doomed my fight. 2.8) Surprise attacks are also another nice addition. 2.8.1) I just feel that the Odysseus is too easily surprised, at least a half of the fights I find myself in disadvantage. 2.8.2) But even surprised I just need to deploy my squadrons nearer my ship to win easily like I would do in a normal fight. 2.8.3) Just once or twice I found myself surprising the enemy and even so it was an easier fight, I found myself firing the already ready weapons but keeping squadrons docked since fighting enemy squadrons from close to mid-range from your ship is ways better to keep them alive. 3) Focus Points 3.1) Focus points are the main resource during a battle and I feel it needs improvement. Having a larger focus pool surely helps, although it may seem that you can use a larger array of higher rank weapons, it’s only true for a few shots, after a short while you get limited by focus point recharge rate. At that point having weapons that are more focus point draining reduces your fire rate substantially. Even if your DPS is the same, which I think using higher rank weapons after focus point depletion is not, strategically firing more often is better. 3.2) Even though I find the idea of focus point interesting I find it limited in other ways. Like why is firing a 20dmg laser less focus consuming than firing a 35dmg laser? The effort to fire similar weapons should be almost the same, I could generalize even more saying that firing any weapon should be the same, if there is a difference it should be felt by the ship systems not by the admiral. 3.3) Focus point recharge rate could be variable. Some upgrades could hasten it, maybe having too much weapons, heroes and squadrons active could slow it down. 4) Ship & Upgrades 4.1) Improved expedition shuttle carrying capacity is useless if the chances of expedition failure do not increase or if the idea in 1.3 or if something similar is not used. 4.2) Sensor range should also restrict all information on systems that are out of range, like I said earlier I chose my route according to the presence of expeditions and those are visible from the very beginning. Arriving on a new star map should trigger an event (influenced by your team skills) where you could gather information on that map, for example: star system A, E and K have merchants, B has an expedition, P and M are crawling with enemies. But you would have no info on the other systems. That way sensor range would help a lot, even so I think expeditions shouldn’t be detectable from more than 1 jump distance. Improving sensor level could give you information on more distant systems, but farther the system less information you should get. So, having long sensor range could help planning the best course but wouldn’t transform it in a 100% predictable trip, at least not from very far away. 4.2.1) Sensor level could also help avoiding surprise attacks and maybe increasing your chance to surprise. Lastly, I think there is a minor correction to be made on the October 23th version, on the screen where you have your ship description, at the very start of the game it says that the starting laser is "Piercer laser MKI" 20dmg but starting the game you get another one that deals 15dmg. There are more things that could be improved but I guess I’ve written too much already. The game is great! Congratulations.
  21. Caroline

    Beta 5 changelog

    Rejoice! Here goes Beta 5.0 This new Beta brings more "small" improvements to the game, including various additional contents: battleship weapons, space stations, explosions, events... In addition to the new events, some have been rewritten to be clearer, more fun, and provide a more balanced experience in the overall run. The French language will not be included in forecoming Beta Versions... but will still be present in the final game. Some choices in dialogs can now be selected only if you have sufficient resources... Sorry players, it is not possible anymore to give away some scrap if you don't own it on the first place! ? Oh, and for those skilled enough to defeat the boss in Sector 2, you'll be glad to hear that you can now enter the Sector 3, filled with harder fights and situations! Have fun with all of this! In the meanwhile, we are working on several features to be delivered with the next Beta version: saving, faction-specific setups, improvements of the fight gameplay. ... Stay tuned! The Crying Suns development team. Gameplay Conditions on dialogs : some choices are conditionned to the resources you have (scrap / fuel / commando), Expedition Rewards: you can now earn more than one weapon / hero / squadron during expeditions, Drops have been revamped for a more balanced experience, New Weapon: Flak Cannon - Very powerful... but somehow harder to aim, New Weapon: X Beam - Target all enemies in a "X" shaped zone, New events have been added ! Encounter tricky situations, and learn more about the Crying Suns' universe, From now, the beta will only be playable in english (the released game will be playable in english and french). Graphics and Sounds New Visual effects: ... have you seen these new explosions? More musics and sound effects ! BugFix Major "Aborting" expedition no longer causes bugs. BugFix Minor Various bug and visual glitches were fixed If you have questions or feedbacks about this changelog, please post here, or join our Discord server. Enjoy!
  22. Caroline

    Beta 5 changelog

    Rejoice! Here goes Beta 5.0 This new Beta brings more "small" improvements to the game, including various additional contents: battleship weapons, space stations, explosions, events... In addition to the new events, some have been rewritten to be clearer, more fun, and provide a more balanced experience in the overall run. The French language will not be included in forecoming Beta Versions... but will still be present in the final game. Some choices in dialogs can now be selected only if you have sufficient resources... Sorry players, it is not possible anymore to give away some scrap if you don't own it on the first place! ? Oh, and for those skilled enough to defeat the boss in Sector 2, you'll be glad to hear that you can now enter the Sector 3, filled with harder fights and situations! Have fun with all of this! In the meanwhile, we are working on several features to be delivered with the next Beta version: saving, faction-specific setups, improvements of the fight gameplay. ... Stay tuned! The Crying Suns development team. Gameplay Conditions on dialogs : some choices are conditionned to the resources you have (scrap / fuel / commando), Expedition Rewards: you can now earn more than one weapon / hero / squadron during expeditions, Drops have been revamped for a more balanced experience, New Weapon: Flak Cannon - Very powerful... but somehow harder to aim, New Weapon: X Beam - Target all enemies in a "X" shaped zone, New events have been added ! Encounter tricky situations, and learn more about the Crying Suns' universe, From now, the beta will only be playable in english (the released game will be playable in english and french). Graphics and Sounds New Visual effects: ... have you seen these new explosions? More musics and sound effects ! BugFix Major "Aborting" expedition no longer causes bugs. BugFix Minor Various bug and visual glitches were fixed If you have questions or feedbacks about this changelog, please post here, or join our Discord server. Enjoy!
  23. Great feedback ? 1/ On the Upgrade scanner. I get it that you find it expensive, yet it is one of the upgrade you have to take at least level1 in order to optimise your run. The balance is very rough right now because we are still questionning some part of the gameplay, more serious balancing will be done very soon. You are right that battleships should have different upgrade level at start and different max, for example the scanner lvl1 will be available to the 1st battleship so that the player will learn how significant it is to be able to choose the right selling station type or expedition reward. I take your feedback on how important it is to have balanced upgrade pricing and will consider lowering the price of the scanner. 2/ Weapons are being rethough, we are leaning toward slow cooldown/high impact weapons or more versatile/debuff. The end of game with weapons only is a problem we have since the begining, we plan on implementing a "enemy is fleeing" feature to avoid these uninteresting and bothersome moment. We feel that fleeing is a more natural way of dealing with it but we would appreciate your opinion on it. I have the feeling that automatic victoryis weaker than an enemi trying to flee, tension wise. 3/ On heroes selection. Right now you can reroll all you want. The original and still planned solution was to only reroll the starting roster if you ended the first sector. As long as you don't beat the first sector, the roster will not change, what do you think about this approach? This solution is mainly for breaking the routine and avoid infinite reroll. The point system could be used in addition but if you can't reroll, the RNG will only offset slightly your chance to win with one, two or zero named hero and I like the idea. Overall we must avoid bothersome manipulations to become the best move to improve your victory chances. 4/ Thank you a lot, we hope we will have enough time to make it even better. We have so many problems to adress and we want to make everything perfect. We are already proud of the promise the game holds, let's keep working to make it As an additional note, we have an experimental version with lot of change in fight that we are trying to finalize here inhouse and hero works differently, we will try to send the experimental version to some player in order to have feedback on it ?
  24. I want to preface this by saying: I know this is wall-of-text, there will be a TL;DR at the bottom. The scanner upgrade doesn't feel worth the precious scrap when it can be spent on things like commandos, weapons, ships, and slots. I think some of these might be a bit expensive, or at least, increase in price too quickly (This is all my opinion) I think something like the scanner might serve to be cheaper, starting at a 15-25 range instead. I also think, and (I'm pretty sure this is meant to be implemented later) but the different ships you can start with should start with a few of these upgraded by default, or offer a higher max, lower prices on some etcetera. These are nit-picks, and I wanted to bring them up, but I have a much bigger issue I want to discuss and it might be my only "complaint" so to speak. Ship weapons need some work. Most of the battles I've fought wind up like this: The enemy ship has a powerful ship weapon for anti-unit only attacks. But the player stars with a 15dmg to any targets. So, most of my battles wound up with no units on the board and just running down the cooldown for that ship weapon while the enemy ship just sat there without any possible moves. I had effectively checkmated them, but then I needed to spend a few minutes just whittling them down 15dmg at the time. This tactic is fair in my opinion, it's not unbalanced, it's not illegitimate, and I do not consider it cheesing or invalid. It's conservative, and I kept many of my units from getting completely downed. Instead, I would prefer an "all enemy squads" destroyed win condition. In the same vein, it might be worth considering whether or not this should also provide a valid win condition for enemies against the player? I think this because even three powerful ship-weapons can't always defeat a lot of enemy squadrons, with their cooldowns and focus costs. I think it's worth considering very carefully, and I write a bit more about why later. This is my big issue, but there are a few other things I want to write on more specifically. On heroes: I think you need to reconsider the way these are rolled and selected. There are several "unique" heroes, with better abilities and it's not difficult to roll two. And it's possible to roll one you like, and another you're happy with, or two you like: My favorites being Hiro and Kara. So, what I think you should consider is a point-select system. You have for example 15 points, uniques cost 10, normals cost five. This way you could never have two uniques, (or only two, or make the ones you can get a bit stronger, etc. I won't "tell you" how to balance your game.) But this way you could have three randos. This ties into planet expeditions which I think two heroes and three classes makes things a little rougher than they need to be on the RNG side. The "basic" heroes are generally not upgrades in terms of efficiency of their ability strength and the ability activation timer. Which means there is a one in three chance of getting a hero that will be useful and a much lesser chance of getting a unique hero that would serve as an option worth swapping to. I think that boss ships should have weak heroes on them, or heroes with strange abilities think something like teleporting a random unit, or leeching health from ship adjacent squadrons, and so on. I don't doubt this kind of thing is in the works for somewhen along the pipeline. (And it'd be really neat if you unlocked them to roll or pick up in later playthroughs when you beat them? ;) I think heroes should be a possible reward for beating certain fights. There was one I fought that I really enjoyed that was over a dozen weak drones. And I got thirty-six scraps for nearly dying. (Winning is its own reward, I'm not complaining! I'm proud to have survived that and then the next fight without being able to repair my hull) and the amount of reward you get should be less than what you expend during a fight. That felt like a boss that slipped in as a random encounter but a drone-centric unique hero for a rare encounter seems like the kind of thing you could do to spice things up while not being unbalanced. There are only two slots, so any hero you gain or use is a lateral progression path, not a flat upgrade path, only offering more versatility not really making or breaking anyone fight by much. That's the kind of thing I really love in games and wish to see more of. And it serves as a good reward for a variety of challenges During the aforementioned fight, I had lost all my squadrons and only barely won by blasting the two remaining drone squads and then firing at the hapless ship. In the turn-based tactics game "Banner Saga" there is "Pillage" which triggers when one enemy is left and lets all your units move first. Maybe just decrease the cooldown on the ship weapon after all enemy squadrons are destroyed to speed things up a little? I'm really not sure what I would do, recommend, or think of how to go about solving this problem. I'm not thoroughly read up on all the planned features set for implementation. So if I covered a few things (or everything) that is scheduled for implementation, I'm sincerely sorry for wasting your time, and I will never live down this humility. I enjoyed the game a lot! I love that the strategy allows for a level of skill-compensation against the wicked forces of RNGesus. FTL always bothered me with its %chance to miss. I've always been bothered by Gungeon's wealth of awful, worthless guns (don't get me started that game's drop rates). I've always been really, extremely annoyed by Into The Breach's procedural maps that work more as obstacles in your way than things to factor into defense and offense strategies as well as the sometimes terrible extra objectives. This is already very close to being my favorite Rogue Like that I've ever played. From the bright but mono and dual-chromatic colors and aesthetic. To the refreshing post-apocalyptic-space-opera setting, to the amazing voxel art style. This is all just my opinion and my way of doing what I think I can do to make this best possible game it can be. TL;DR, 1. Upgrade value to price ratio needs some balance in my opinion. (Focus and health are more valuable than the Scanner. Fueling efficiency is secretly a must max. 2. Ship Weapons could use a bit of Balance. Routing the enemy squadrons should result in a game over if they don't have a ship weapon that can target your ship. 3. Heroes have a lot of little quirks that should be thought about and discussed a bit more. There are ways here that can make the game both tougher, fairer, and more balanced with no shortage of possibilities 4. You've made a bloody amazing and impressive game that I'm in love in with already. Love you, Sincerely, Kailow.
  25. Caroline

    Beta 4 changelog

    Rejoice ! Here goes the Beta 4.0 There is no big changes on this one because we focused on some under the hood improvements and cleaning to prepare for the next major modifications. We are working hard to improve the experience and are preparing some major update for the fight that should answer to most of the community comments. We also revamped the dialog conditional choices to allow more various choices. Stay tuned ! Gameplay Dark matter canon, blocking cells, along with a rework of the weapons to allow more diversity. Display Expedition type in the system view and on expedition preparation window Graphics and sound Removed the lag between star map and system view, this is the first step to get nice transitions (in the near future) Cinema mode during key story events Heroes will be impacted by lights more naturally (not yet perfect though) BugFix Major Fixed bug preventing the player to select squadrons BugFix Minor Fixed various typo reported by the comunity Fixed the behaviour of the dock item panel which was a bit erratic If you have questions or feedbacks about this changelog, please post on the related topic on the "Discussion and feedbacks" section, or join our Discord server. Enjoy!
  26. Caroline

    Beta 4 changelog

    Rejoice ! Here goes the Beta 4.0 There is no big changes on this one because we focused on some under the hood improvements and cleaning to prepare for the next major modifications. We are working hard to improve the experience and are preparing some major update for the fight that should answer to most of the community comments. We also revamped the dialog conditional choices to allow more various choices. Stay tuned ! Gameplay Dark matter canon, blocking cells, along with a rework of the weapons to allow more diversity. Display Expedition type in the system view and on expedition preparation window Graphics and sound Removed the lag between star map and system view, this is the first step to get nice transitions (in the near future) Cinema mode during key story events Heroes will be impacted by lights more naturally (not yet perfect though) BugFix Major Fixed bug preventing the player to select squadrons BugFix Minor Fixed various typo reported by the comunity Fixed the behaviour of the dock item panel which was a bit erratic If you have questions or feedbacks about this changelog, please post on the related topic on the "Discussion and feedbacks" section, or join our Discord server. Enjoy!
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