1.9 Beta 4

New releases and announcements from George and the staff.
george moromisato
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1.9 Beta 4 is now available for download: https://downloads.kronosaur.com/TranscendenceNext.zip

I'm very excited about this release. Beta 4 has the following major features:
  • Radiation mines for Sapiens: Sapiens are the only sovereign to use radiation weapons. In Beta 4 I’ve given them radiation mines to protect their stations.
  • Dwarg missile defense: Dwarg stations now have a way to disrupt tracking missiles causing them to veer away.
  • Shields for Heliotropes: Heliotropes are masters of energy production and can afford to power massive shield generators to defend their stations.
  • Ranx freighter: The workhorse weapon for the Ranx is the Akan 30, which requires large amounts of ammunition. In Beta 4, Ranx freighters move through the system supplying stations.
  • Domina powers UI: Beta 4 improves the user interface for invoking Domina powers (and CDM shard powers). In addition to showing an icon for each power, we show a cool-down timer to tell when the power will be available again.
  • Squadron UI: The new squadron UI integrates the communications menu and the auton bay screen. You can now deploy, command, and view wingmates and autons from one screen. The new screen even shows you ships that you’ve left in other system.
Also check out this video where I show these features: https://youtu.be/8j_MvDeqfic

Full list of bug fixes: https://ministry.kronosaur.com/program. ... ed&tag=131
API 52: https://ministry.kronosaur.com/record.hexm?id=94300
New TransData: https://downloads.kronosaur.com/TransData.zip

Thanks to everyone who made suggestions and bug reports!
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Alandra
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This file seems to be Alpha 4, rather than Beta 4! Am I mistaken?
Curious about real-life aliens? www.antareanjourneys.com
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DigaRW
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I noticed something weird on escort systems. Every ship that escorting a ship is always positioned on front. This happens on Marauder raid platform and one of my mods that uses escort is also this get bug.
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Download Transcendence mods from Reinvented Workbench Project!
Click this link!
superdad
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Joined: Sun Jun 14, 2020 12:21 pm

Awesome work. Those timers and squadron command looks cool. Those shields and mines too.
erwgd
Miner
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Joined: Sun Jun 14, 2015 2:17 pm

I've only made it as far as St. Kat's, but the Sapiens mines are really good. The mines lingering and being a threat while you're looting the station, it feels very thematically appropriate for the Sapiens and their nuclear waste.
superdad
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Joined: Sun Jun 14, 2020 12:21 pm

What did you do to the ore gathering ? Just fly over to pick it up ?
asianunicorn
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Joined: Sat Apr 22, 2017 11:43 pm

I'm stuck in the wall of the battle arena on a registered version, how do i get myself out?
jtthejam
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Joined: Wed Dec 04, 2013 8:34 am

I'm honestly very excited with the changes I've seen and the amount of progress since my previous registered run!
Found an interesting bug with the Novoya armour repairer, where it couldn't be re-enabled without removing/reinstalling it.
Was periodically switching it off as I would overload when running my dual turbos while in combat otherwise
https://1drv.ms/u/s!AqAC3lBaPfMowF2FGgP ... h?e=jOKlDL
Extensions ran were CC/NSE (registered game since it's been a while)
Last edited by jtthejam on Sun Aug 22, 2021 6:26 pm, edited 1 time in total.
jtthejam
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Found a slight spelling error with the Centauri Warlord's Settlement
https://1drv.ms/u/s!AqAC3lBaPfMowF7bkAO ... J?e=55FNk0
Commonwealth residentials has a similar minor capitalisation issue as well, if I recall correctly
Last edited by jtthejam on Thu Aug 26, 2021 4:56 am, edited 1 time in total.
jtthejam
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This Viking seems pretty bugged, it's ignoring everything and being ignored by everything
https://1drv.ms/v/s!AqAC3lBaPfMowGGRGo8 ... R?e=95qGbs
jtthejam
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Joined: Wed Dec 04, 2013 8:34 am

The Eurasian Diarchy Commune's firing position needs to be adjusted - looks as if it's firing from empty space
https://1drv.ms/v/s!AqAC3lBaPfMowGydAo4 ... z?e=es1Hco
jtthejam
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Ellen Quinn didn't join after paying her fee - achievement log only shows "Offered to save Ellen...."
RIP credits, I did take quite a while to gather the credits
Here's a save file just before finishing that bit: https://1drv.ms/u/s!AqAC3lBaPfMowG982jq ... L?e=OAY7ie
jtthejam
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Joined: Wed Dec 04, 2013 8:34 am

First impressions of mining:
Getting Expert Miner in Eridani was quite unexpected... it spawned with three volcanic belts which yielded a *lot* of titanium (enough for the first two systems' shops to all stop accepting titanium ore)
Perhaps the mining XP should be multiplied by the square of the level of the ore?
Mining profitability seems pretty high, although definitely not as much as some of the cheesy methods, but I did earn 400K after mining out the dense belts in the starter systems before St K's at a rate a lot faster than say illegals smuggling (if you don't liquidate all the cancer dust) or normal fighting/looting
Mechanics wise, it's really good. That being said, I'm not the biggest fan of the mining missiles - partially because of my mining style (drifting slowly while autofiring mining laser), and partially because you have no real control over what asteroid is targeted (other than proximity) , which when accompanied by the turning radius of the missile can cause it to just circle around asteroids and not hit anything

I would say a good accompaniment to the current mining system would be further expanding the Tinker's system's recipes, or alternatively further expanding what could be done at say, autofacs, or the UAS shipyard, etc.

Has the probability of Korolov's spawning changed? I'd only had a single spawn in my save game (excluding Charon's guaranteed spawn), and it was in a Near Stars system near Sol
Or maybe my RNG was just bad
ShaggyMoose
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Joined: Sat Mar 13, 2010 9:58 pm

Thanks for the new version. A few comments after an hours playtime.
  • The start of the game is far more structured and informative and I expect will appeal to a wider audience.
  • The QoL improvements are both noticeable and welcome. Some veterans may find some of this a little too much handholding, but I expect it will reduce frustration.
    - Being able to explicitly pick equipment to use an upgrade is much friendlier.
    - The slowdown and descriptions on Domina powers are great; it was always a scramble previously and the effects were not intuitive.
    - The station list in the map screen and the trade hints are a real time saver.
    - The stats on stations take away some of the guesswork around missions and reputation.
  • The story mode combat difficulty is absurdly trivial; I guess that was the aim, but should it be the default? Maybe normal mode is more suitable for new players? I guess I find it hard to judge.
  • If playing with the mouse, the default stop-ship key is incredibly awkward; I mean it was before as well (period), but the down arrow is not an improvement. I realise it can be rebound, but maybe there should be two sets of default controls?
Last edited by ShaggyMoose on Thu Oct 07, 2021 12:57 pm, edited 1 time in total.
PM
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I prefer so-called Challenge being the default because stats are at the baseline and it was the classic difficulty before difficulty levels were added.

Down arrow as default is awkward at first, but handy after getting used to it because all movement can be done with one hand.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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