Page 1 of 6

1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 9:13 pm
by george moromisato
https://multiverse.kronosaur.com/news.hexm?id=1609

You can download it at: https://kronosaur.com/downloads/TranscendenceNext.zip

Thanks to everyone who contributed to this release!

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 9:15 pm
by PM
Got it. Now to lock myself into my room and play...

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 9:17 pm
by PM
Question: Transdata updated too?

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 9:23 pm
by george moromisato
PM wrote:Question: Transdata updated too?
Yes, that was updated to 3.3.5, which should handle the new release.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 9:46 pm
by Xephyr
Got a CTD when gating to another system. No debug output for it.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 9:58 pm
by Mc2
Oh,

no release yet, I did not finished my score hunt in 1.6.3 :D :D :D

How could I continue now if there is new version for testing.

Now, many sleepless night ahead :mrgreen:


Have a nice sunny day
Mc2

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:08 pm
by SolarGalaxy
Kinetic explosions feel so much more powerful! Do they do more damage now?
Also the laser cannon array is so much better now! I started up a new game of EP, looted a laser cannon array and killed 30 Borers and 32 hammerheads that were swarming around and mining in Kibo.

Thermonuclear explosions look so much more powerful now (like a small sun!).
Also, I love the new intro thing where it goes fullscreen!!! Is there a button to make it do this, or is the only option to wait!?

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:37 pm
by PM
Advanced tritium cannon is much more usable. It takes a long time to overheat from continuous fire.

In 1.7 alpha 1, it takes 25 seconds to overheat from zero, and it takes about 16.6 seconds for an overheated gun to cool completely.

Compare that to before where it took only 6.66 seconds to overheat and 20 seconds to cool completely.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:43 pm
by Song
Nice. I've put a post about this over on the steam forums.


Starting out...the muzzle "flash" from the recoilless cannon feels far too large to me....it's uncomfortable to look at. If it was maybe half to a third the size, and maybe slightly dimmer, it'd be a lot nicer. Generally speaking, the effect of firing a gun should always be smaller than the hiteffect, and it's the opposite in this case).

New explosions looking very nice, weapons feel a lot more powerful. I think this will make the sound overhaul AP and myself have worked on a lot more effective......you really do notice the old sounds now.

New laser muzzle-flash looking nice.

Old flawless tactic of staying perfectly still when attacked by gunships no longer works.


Looking nice. Armor shops in Eridani are still selling level 6 gear though....that's gonna have to be fixed at some point.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:48 pm
by Aury
Hey george!

Love the new effects, but the big explosion on the CSCs and other large things feels very lacking. Many of the new effects do look very nice though.

Also I encountered an out of memory error while downloading extensions. I'll be putting it on the ministry shortly.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:50 pm
by Aury

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:54 pm
by Aury
http://ministry.kronosaur.com/record.hexm?id=31518

Settings.xml also appears to be absent

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:56 pm
by PM
Shrike wrote:Starting out...the muzzle "flash" from the recoilless cannon feels far too large to me....it's uncomfortable to look at. If it was maybe half to a third the size, and maybe slightly dimmer, it'd be a lot nicer. Generally speaking, the effect of firing a gun should always be smaller than the hiteffect, and it's the opposite in this case).
That reminds me: The new Lamplighter effects (for the shots) are hard on my eyes. The flickering and sudden size shifts are mildly painful. It is almost like Atari 2600 Pac-Man painful.

I agree that kinetic effects seem inappropriately large, not only the muzzleflash, but the shots as well. A 3 or 4 hp bolt should not be a long vampire-killer stake.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 10:59 pm
by Aury
Ok, it seems settings.xml fails to generate if the game does not successfully exit. It should instead generate it on first load.

Re: 1.7 Alpha 1 Ready!

Posted: Tue Feb 09, 2016 11:02 pm
by Aury
Anyone got the transdata link?