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  2. Caroline

    Crash on game start

    Hello @Bryan, Thanks for this bug report. We are currently reviewing it.
  3. Earlier
  4. Bryan

    Crash on game start

    The game crashed at the "Continue" button. I was able to get it to run by selecting "Run as administrator". Attaching the crash.dmp and error files. crash.dmp error.log
  5. Greetings Space Explorers! Here goes the Beta 13.0! Selected parts: You can now unlock new officers... and new battleships throughout the game 🚀 A lot of work has been done on musics, fight sounds, sfx, interface sounds... Listen carefuly 🎵 We have added the interstitial tunnel animation for your inter-system travel And, as usual, A LOT of 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: Added the unlock logic for officers and battleships GLOBAL: Lot of balancing through the game Starting officer roster is now only rerolled after reaching sector 2 Interface, Graphics and Sounds Huge improvements to musics, fight sounds, sfx, interface sounds, etc. Added the interstitial tunnel animation for inter-system travel Added A LOT of new visual for civilian ships (with some of them named after our backers), stations, officers, beacons... Added explosion and drift animation to dying ennemy battleships and a bigger one for cluster bosses Added a "fast forward" mode to expeditions Hovering weapons now allows to see its current target and area of effect while in pause Added new visuel effects for several weapons and squadrons special effects. Improved and eased the POI to POI travel animation Improved global space rendering and lights Changed and displayed the controls to "fast forward" dialogs Now displaying the quantity of remaining squadrons in ennemy hangar Now displaying properly "other" type of POI Changed tier icons Added transparency to dialog bubbles Added hover informations to all permanent objects on the battlefied Changed the risky choice icon BugFix Major Fixed a bug where wrecked units were still appearing on the battlefied Ion storm could cause the game to be stuck if it destroyed the player battleship Fixed several blocking issues for Hostile fights (red POI) Fixed a bug where a group of 4 boomers could kill the player whatever their hull bars Fixed a bug where prototype squadrons were different from their description after being bought All the characters in the command center where receiving a "blue light" even on a giant red system Fixed serveral bugs concerning screen resolution selection and windowed mode 60 FPS Cap to avoid high end GPU running at 100% Fixed several bugs where the current run save (continue game) was lost BugFix Minor Dozens of minor bugfixs on Fight, translations, interface, sounds, etc.
  6. Greetings Space Explorers! Here goes the Beta 12.0! Selected parts: You can now unlock a lot of new officers throughout the game A lot of new officer and squadron abilities are now available And, as usual, A LOT of 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: Improved fight tutorial MAJOR: Implemented unlocks throughout the game MAJOR: Pressing Ctrl or Cmd key while selecting a destination will now force the squadron to take the shortest path MAJOR: Pressing Ctrl or Cmd key while selecting a destination will now allow assigning waypoints to the squadron MAJOR: Added dialog events when arriving or being caught in an hostile system (red) MAJOR: Added loading screens with original artworks Squadrons can now have shields Changed officer ability buffing squadrons speed and rate of fire - Now officers can buff the speed or rate of fire but not both anymore New officer ability: "Famous" - Buy and sell prices are multiplied 3 New officer ability: "Versatile" - Less life, one more skill New officer ability: "Proximity Defense" - Deals damages over time to enemies adjacent to your battleship system cells New officer ability: "Tactical Weapon" - Increases duration of effects created by weapons New auxiliary system: "Advanced Disassembling" - Increases scrap earned New squadron ability: "Precog Dodge" - Cannot be targeted by adjacent units New squadron ability: "Advanced Stealth" - First attack in Stealth Mode increases damages and heat to systems New squadron ability: "Bender Drive" - Teleports the unit to its destination, but cannot use regular move New squadron ability: "Inertial Drive" - Accelerates while moving in a straight line and deals damages upon impact depending on speed New squadron ability: "Artillery" - Fires a projectile to the enemy battleship, no matter the distance New squadron ability: "Alpha Krafter" - Creates a temporary unit that will disappear at the end of the fight. New squadron ability: "Full Recovery" - Unit cannot be Wrecked and will always recover its max health at 100% even after being destroyed. New squadron ability: "Fast Disassemble" - When damaging enemy battleship, steals scrap New "Prototype" squadron versions - A "Prototype" squadron is procedurally generated with a random ability Story and events MAJOR: Introduced improved "New Game" flow for first and subsequent runs Added ad faction beacons Added end run cinematic Changed introduction cutscene layout to accommodate main game menu Interface, Graphics and Sounds Added chapters timeline on the main menu Added current chapter in loading screens and in-game menu Added splash screens Improved visual feedback when squadrons are repelled following an hull part loss BugFix Major The game start now in full screen by default Fixed victory screen Fixed wrong screen resolution displayed in the Options menu Fixed critics displayed in the wrong place when ambushed BugFix Minor Fixed typos and missing translations Fixed missing icon for the Health Regen squadron ability Fixed battleships and other space objects zooming in and out when arriving on an expedition planet Fixed missing sounds Fixed quest markers remaining on the system mini map even after having visited the corresponding point of interest Fixed hull upgrade details Fixed a sound playing in loop when arriving at extraction point during expeditions Fixed missing lighting on some battleships Fixed the play of a positive sound when clicking outside the squadron deployment area Fixed missing explosions on the Empire battleship hull Fixed inconsistency between squadron life bars on the battlefield and in info popup windows Fixed wrecked units remaining on the battlefield Fixed remote squadrons being also repelled when a battleship loses a hull bar Fixed wrong deployment destination when the selected deployment target is invalid
  7. Greetings Space Explorers! Here goes the Beta 11.0! Selected parts: You can now encounter an electro magnetic storm, teleportation cells and/or EMP towers on battlefields You can now play with difficulty levels (Easy / Normal / Hard) 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: Added Difficulty levels (Easy / Normal / Hard) MAJOR: Added sector 4's boss with special power MAJOR: New weapon: Space Bender MAJOR: New Environment: Electro magnetic storm MAJOR: Added EMP tower (shut down nearby units) Positive events have overall increased rewards Officers with 3 skills are now more expensive General Balancing Restored battlefield with turrets Reinforcements: Enemy squadrons can now pop in during fights Critical Damages are now triggered when a dock is overheated after taking damages Turrets do not shoot on battleships anymore Officers already deployed before a fight can use their ability right from the start Squadron cannot move through enemy units nor battleship cells Cruisers have been rebalanced an do less damages Balancing on weapons : Sub zero gun & Dark matter gun Better visualisation of unit exact cell location 3 stacked fires will explode one battleship hull bar Shop in suspicious state are now more expensive Story and events Various event adjustments Interface, Graphics and Sounds MAJOR: New Shop Interface MAJOR: New Upgrade Interface MAJOR: New Run Customization screen, displaying locked officers MAJOR: New Options Menu MAJOR: Reworked displayed info regarding : units, targeting range, and outcomes (win / losses) MAJOR: Reworked displayed info regarding support officer : role & boosted room Units can now be selected from the "hangar" menu Multiple weapons visual updates : Beam, Tesla Mines, Heavy Nuke... Added mini scenes in Expedition Added a Magma Planet Added new sounds for expedition Others Overall Performance improvements (around +10 % FPS) Save files can now sustain version change BugFix Major Bug report is no longer reporting faulty submit Space bar doesn't trigger fight pause when menu is open When an event destroys a Hull unit, The next fight no longer displays the explosion Battlefield no longer have remaining elements from previous fight Enemy hull was sometimes boosted even without a support officer Explosion visual now match the effect zone of a battleship weapon Outcomes losses were not always displayed now always fit real ioutcome During events, Battleship was not always visible Fixed text issues and wording problems Shop window was sometimes not closing on system change Battleship visual is always consistant even after game restart Only left mouse button can validate a dialog choice Player can no longer be blocked during game introduction BugFix Minor Visual inconsistency fixed when player is restarting the game Options' choices were not saved Small translation issues or missing texts Bug when upgrading Fixed End Disclaimer message Shop were not properly updating display when selling units / repairing squadrons Player cannot repair squadrons anymore if non are available Tooltip are no longer cut by screen edges Fixed display on 4-digits Resources Fixed issues where unavailable items could change status in shops Ship selection popup no longer display outside screen Enemy hull bar had visual issues Wrong faction battleship could be selected Highlight znoe fixed during fight tutorial Cell Gabarit was not always aligned with a fight grid cell Dead squadrons visual no longer block hovering features Visual fix on Explosion & asteroids Fixed Billboard Halo during Battleship explosion Fixe Hover on enemy Squadrons Small fix done on the Holopod system in command center There were no feedback when earning Neo-N Bug on extraction point display Fixed Leading officer's death during expedition Officer statistics could change on click Fixed planet Shader leading to wrong color displays
  8. Caroline

    Beta 9 Changelog

    The Beta B9.2 is now available, fixing several issues of the B9.0 / B9.1 ! Please find below the changelog related to this patch. Changes BugFix Major NARRATIVE: Some issues implying save file and forcing player to lose her/his progression. NARRATIVE: Issues where completion of Story events was not properly done. BugFix Minor FIGHT: No more visual elements remain on the battlefield from one fight to another. EXPEDITION: Some expeditions were showing wrong figures (number of commando deaths / presence of a major threat)
  9. 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.
  10. 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 🙂
  11. Great 🙂 And thanks for your support!
  12. 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.
  13. 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
  14. 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
  15. 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 🙂
  16. 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 ^^
  17. 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?
  18. 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
  19. Specta

    Beta 7 changelog

    Nice, I did not play since some time, I am happy to test the beta 7 !!!
  20. Hello, I am not sure to understand if the demo on steam is the beta we have access here (beta 7 at the moment) ?
  21. 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.
  22. 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.
  23. 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
  24. 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
  25. 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!
  26. 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!
  27. 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.
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