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The spin-off to Starpoint Gemini 2 introduces coveted strategic elements into the tactical space simulation that is the Starpoint Gemini franchise. Conquer territory, conduct research, scavenge for resources and defeat your enemies. In Warlords, think BIGGER! Bigger universe, bigger ships, bigger stations. Expect many tweaked features; the community has decided on what they want and now they are getting it!

Post news Report RSS Mod me gently with the 0.700 update for Warlords

The latest 0.700 update for Starpoint Gemini Warlords brings mod integration as well as new features and numerous tweaks and fixes.

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The word of the day for us at LGM is modding. Not really surprising considering the unleashed reward-dealing mod-contest. We have a number of tutorials, guides, articles and template mods ready for you, but this is only the beginning. We'll be pushing a lot of such materials over the course of production, especially as new features are implemented.

The full update change-log can be found below and once more there's quite a lot of it, but please don't be disappointed with the less-than-usual amount of new features. We were terribly busy with mod integration and the necessary changes.

Why you do this? you might ask. Well, that modding contest I mentioned above... It's under way and staging a mod-creation contest without the game actually being moddable isn't such a good idea, is it ;). If you're interested, check out the linked Moddb pages and give modding Warlords a try!

One thing I'd like to point out right away: Do NOT mod enhancements just yet. It's doable, but once we're done with their re-work, your mods won't work anymore and you'd have to do some serious updating. So it's better to wait a bit with those (next update more than likely).

If the tutorials are not providing all the answers you need, please don't hesitate to post your questions in the modding sub-forum or send us an email directly on modding@starpointgemini.com.

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We're really looking forward to seeing your handywork!

Safe travels, captains!


v0.700 CHANGE-LOG

FIXES

  • Commodity description text was cut-off in some instances, on the Trader panel.
  • While docked, if you placed a Go To waypoint on some distant location, then switched Go To back on the current location, the autopilot would still proceed to the first location marked. This is no longer the case.
  • Firing weapons disables cloak, regardless if you've actually hit anything or not. This mechanic will be further updated.
  • The SETH platform weapons had a weird offset from its turrets. This is now fixed.
  • If you docked without seeing your ship (yep, this is possible), the ship would remain invisible in the hangar too. Well, no longer.
  • Fixed a problem where if you transfered command to another ship, while you had 0 ammo on a heavy weapon, that weapon would disappear.
  • The hangar will no longer disappear if you open the Starchart while landed.
  • Enemy fleets will now be visible when it is appropriate, instead of "hiding" from you.
  • Heavy weapon blast radius is now displayed properly
  • In some cases your new ship could mysteriously get the paintjob of your previous ship, after loading. This doesn't happen any more.
  • In some instances, your camera youd decide to switch between modes on its own. This should no longer happen, but if it does, please let us know.
  • Fixed a problem that could potentially corrupt save files. Better safe than sorry.
  • Average damage of a weapon on the Systems tab is now displayed properly.
  • In some cases, collision meshes would remain after a structure was destroyed. No more hitting invisible walls.
  • Collecting gas pockets from very close distances will no longer bug up the visual effect.
  • You can no longer double-collect the same gas pocket at the same time.
  • Several errors with hints and notifications are now fixed. Some words could get doubled or the shadow could decide to have a life of its own.
  • Using Esc button to exit the Controls tab in the Settings panel, no longer Applies the changes, but reverts them.
  • The Loki and Loki MKII (or "B") now use separate schematic images, as intended.
  • Loki_B ship now has the proper name displayed, instead of "ERROR".
  • In some instances the Starchart could get bugged up after selecting and deploying a civilian fleet.
  • Skipping the Prologue intro cutscene no longer bugs up the game.
  • If your ship was red hot from being in the sun for too long, transferring to a new ship will not make the new ship red hot as well.
  • Bonuses are now displayed properly and in a timely fashion on the Records panel.
  • The Load game panel will no longer try to convince you that your names is always Sparrow.
  • If you managed to click on any object on the Starchart while the Starchart was shutting down, the Info portion could remain hanging. This can happen no longer.
  • Attempting to Ram (as in skill) into a dying object could crash the game, but not anymore.
  • On exiting the game, the log.txt was riddled with Errors related to collision meshes. This issue is now cleared just to make sure nothing remains hanging in memory.
  • When you destroy a piece of junk, the target lock will no longer remain hanging on-screen for the next 10 seconds.
  • If you were using the Chase camera and then Rammed into the target, the resulting perpetual camera shake could cause nausea. This is now fixed.
  • Entering a hangar will remove all effects of a nearby anomaly.
  • For an instant, the fog-of-war would disappear when closing the Starchart. Now it doesn't.
  • Ship maneuverability is now displayed as intended.
  • There was a potential problem where textures would get loaded into memory several times, causing memory leaks.
  • Skill descriptions are no longer cut-off.
  • The cursor no longer gets bugged-up when you finish a quest.
  • If you docked while the Level up animation was taking place, you'd get a completely different ship. And the next time you leave the station the game would crash... Go figure how that makes any sense...
  • Using the Grapple action is now possible on proper distance to target.
  • Destroying a floating container (props object type) no longer triggers the target lock to remain hanging in space.
  • Fixed a number of text errors related to commodity descriptions.
  • Fixed a number of script issues that could potentially cause other problems.
  • Fixed Heimdall freighter schematics images.

ADDITIONS

  • New Gladiatrix arena added (hint: have a stroll through Baeldor).
  • Shield hit system completely overhauled to ensure precision. Firing at the front shield will properly hit the front shield.
  • You can now use Q and E keys to switch between war fleets on the Starchart.
  • A new notification system is implemented on the HUD
    • It appears on the left side of the screen.
    • This panel will now display a lot of the various information that was, until now, displayed all over the screen.
    • Color-coding of the notifications should make it easier to discern how important a notification is for you.
    • Feedback is as always more than welcome.
  • When you're not in combat, you now get a massive 300% shield regeneration increase.
  • New stuff added to the Customization panel
    • New cursors in the ship Customization panel (paint and rotation.
    • New blending modes: difference, negation, dividem flat
  • Artefact now has its proper loop and collect SFX.
  • Added additional content across the game world (of all forms and scope).
  • Added new gas pocket visuals.
  • Added new random encounters to make the game world more lively and interesting (a lot more to come).

PERK CHANGES

  • Some perks were added
    • Freelancer - increased Freelance job Credit and Experience reward.
    • Beam training II, Beam training III.
    • Railgun training II, Railgun training III.
    • Plasma cannon training II, Plasma cannon training III.
    • Heavy weapon training.
  • Some perks were removed
    • Student I, Student II, Student III.
    • Field Commander IV removed. Field Commander V took its place (value-wise).
    • Fleet leader.
    • Shockwave training, Missile training and Fusion torpedo training are merged into a single Perk.
    • Jucied is replaced by a default out-of-combat shield boost mechanics.
    • Space wolf.
  • Some perks were changed
    • Corvette familiarity provides a 1000 points increase in shield strength.
    • Cruiser familiarity doubles heavy weapon ammo count. This is also properly displayed..
    • Fixer III was OP, but no longer.
  • Some perks are temporarily disabled (they will get enabled once their functionality is fully implemented)
    • Governor
    • Staunched defender
    • Field logistics II
    • Lab rat
    • Empirical scientist
    • Trainer
    • Sensor master
    • Tactical appraisal
    • Pinpoint precision
    • Field commander
  • Some perks have been disabled until they're fully implemented.
  • Soft reset is implemented for Perk points that are already used on changed Perks. Don't forget to redistribute them!
  • The Perks received in the Character creation dialogue have been slightly altered, together with the dialogue.
  • Damage-dealing skills now have proper damage type assigned to them (of importance for potential resistances).

TWEAKS

  • Garage ships are now saved by keyname instead of id. This is important for mods and compatibility.
  • Damage-dealing skills now work on structures and platforms.
  • Replaced the hull hit, but temporarily disabled the critical hit visual effect.
  • Sensor, hail, transport, scan, dock via quickaction and target lock ranges tweaked for consistency and new range display and calculations.
  • Using the Collector equipment on gas pockets now properly drops higher yields.
  • Paintjobs are now properly saved for all your garage ships.
  • The grapple SFX will stop playing after the grappling ship gets blown up. You know... like it's supposed to.
  • If you use the delete key on a keybinding in the launcher -> settings, the bindings gets cleared if it was bound to something. But if the action wasn't bound to a key, then it will get bound to the Delete button.
  • The SETH platform is more accurate.
  • The Accept and Back buttons are more distant from one another on the Trader and Jobs board panels.
  • OnPulse animation of one of the Mining operation structures tweaked due to new mesh position (the main model had an offset).
  • The Shotgun skill can no longer cause critical hits that made it utterly OP.
  • You can no longer land on Phaeneros from a 60k distance. You really need to get closer.
  • Soak is now renamed to Dmg absorb.
  • Skill info panel slightly changed.
  • A whole lot of parameters are now saved differently (keyname instead of id for example). Saves should work properly regardless.
  • Corrected dialogue node colors. Disabled nodes turned out to be bright red for some reason, in some instances.
  • Skill descriptions updated with lore-related snippets.
  • Updated the QuickStartGuide.pdf that comes with the game in the installation folder.
  • Temporarily switched the main menu background due to the modding contest. Link button included.
  • The GameLauncher now has the Mods section. Quite handy to have that when you want to use mods with the game ;).
  • GoTo command improved to accomodate new distances and calculations (for all object sizes).
  • Upgraded anomaly visuals.

MODDING

  • Gas collecting VFX and SFX are no longer handled through code, but are transfered onto scripts (CreateLocalLinked function).
  • Stations no longer have the OnHail script hardcoded. This event now has to be manually added.
  • Stations no longer have the OnDock script hardcoded. This event now has to be manually added.
  • Values and texts displayed on the Skills panel are no longer wierdly hardcoded for no logical reason.
  • Fighter wings now draw their names from name.txt, referenced by the database. Until now they took the value directly from the database.
  • Light weapons now draw their names from name.txt. referenced by the database. Until now they took the value directly from the database.
  • Heavy weapons now draw their names from name.txt. referenced by the database. Until now they took the value directly from the database.
  • A completely new DialogueEditor is now available in the game root directory which should offer greater ease-of-use and more stability.
  • Defense platform weapon range can now be modded properly.
    • Data\Base\LightWeapons.wdt for actual range of a weapon.
    • Data\Platforms\Template for assigning weapons to weapon battery slots of a platform.
  • Production templates for all types are now susceptible to merging and appending.
  • Asteroids now have OnHP script events.
  • SetRelHP script function now works for asteroids.
  • Updated Scripterion documentation.
  • Updated Notepad++ language markup files.

For more information check out these links:
Starpoint Gemini Warlords homepage
Starpoint Gemini Warlords forum
Starpoint Gemini Warlords Steam store page
LGM Games dev-blog
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