December 19, 2014

Interplanetary Patch #7.1: Holiday Cheer for the AI


Happy holidays from all of us at Team Jolly Roger! We're about to disperse for a little while and have a quick break, but before that, we have some little news for you:

Patch #7.1: Holiday Cheer for the AI

We've had loads of good feedback about the AI update last week. Many thanks to everyone reporting bugs and just giving general suggestions!

After doing some testing, we've managed to push out a little patch that should fix a couple of issues that the absolutely massive update brought with it. Unfortunately, we didn't manage to include AI bots for online matches yet. That's definitely coming in the next update, though.

Everything went so nicely, until the AI decided that it wanted to spawn hundreds of weapons on top of each other.
The AI's accuracy has now been reduced to a more human level. Some of us felt a bit bittersweet about that, so we compiled a little tribute to the AI's craziest shots.

You can go give the game a little spin and see if it works nicely. Here's a proper changelog:

Interplanetary Patch 0.7.5435_EAC_7.1
  • Shot difficulty now affects AI accuracy, which has also been generally lowered
  • Weapon damage to cities increased
  • Player turn status markers re-implemented
  • Victory screen bug fixes
  • Event log performance issues fixed
  • Action phase simulation accuracy increased (less zigzag movements for shots and the chance of appearing to go through the planets is minimized)
  • Timeout for AI calculations added, fixing AI getting lost in thought
  • Missile bug fixed
  • AI turn message spam fixed

Happy holidays, everyone! Remember to eat a lot and play many, many games! See you next year!

Interplanetary is available on Steam Early Access.

December 11, 2014

Interplanetary Update #7: The AI

Kept you waiting, huh?

Wham. That is all.

Well, not really. The AI is just the glorious tip of the iceberg of all the features we're putting out this update! It's a huge, huge splash of pure wonderfulness. Details to follow:

Update #7: The AI

The single most requested feature we've been asked for has been the single player AI. The second most requested thing has been to fix all those annoying issues with online play. Finally, after long and arduous work, we've managed to deliver and fix both of these issues! Must be some of that holiday spirit magic.

We're so happy to at last be able to add AI bots for the players to use in Single Player mode. Bear in mind, though, that the AI is still in development, even though we release it now to the public. It works pretty nicely, but there are no difficulty levels yet and there's a whole bunch of testing to be done. Looking forward to hearing your feedback!

Pretty spiffy.

With the help of the AI, people with connection difficulties can now also have some Interplanetary fun. Although, they probably could have it anyway now, since we also went and fixed the networking! All the previous connection issues should now be gone and mobile networks (in addition to all kinds of other connection types) are now supported. There's a bit of a downside to this, however, as we had to temporarily disable LAN features due to the new networking structure. LAN will be back, though, so no worries.

To help us with bug hunting and game design, we've added an optional and anonymous Game Analytics data collector. It collects non personally identifiable bug reports, hardware configurations and gameplay data, such as session length and most popular weapons. All this helps us a huge amount at identifying problems in the game. You can choose in-game whether or not you want to participate in this.

As if that's not enough, we've redone a lot of the UI. It's still a work in progress, but things should work more fluidly and look a bit prettier. There are also some bug fixes and minor changes included, but you can check out the full changelog to get a better idea on what's different:

Also, lasers got their act together and look nicer too.

Interplanetary Version 0.7.5394_EAC_7
  • Simple Single Player mode with early AI bots added.
  • Networking overhauled.
    • All previous online connectivity issues should be fixed!
    • Mobile broadband connections (and all other kinds of obscure things) now supported.
    • LAN multiplayer temporarily disabled due to new network structure.
    • Player turn status markers temporarily disabled. Will be back soon.
  • UI overhauled.
    • Menu UI graphics redone.
    • Menus streamlined.
    • Main Menu background modified.
  • Planet selection added.
  • Player avatars added.
  • Fixed the turn-processing freezing Laser bug (again!) Should be gone now.
  • Laser animation changed to a nicer one.
  • Optional game analytics added.
  • Loading screens added.
  • New music added.
  • Minor sound tweaks.

Interplanetary should automatically update once you open Steam. Fun times with the AI! The schedule for the next update is not determined yet, but we have some new features and fixes in store.

Interplanetary is available on Steam Early Access.

October 1, 2014

Interplanetary Update #6.6: Patching it Up

Can't see anything anymore!

Greetings, Interplanetarists! We come bearing glad tidings.

To ease the wait until the next proper update (it'll be a doozy!), we decided to put out a little patch to fix some big annoyances.

First of all, we've begun a great networking overhaul, one that should fix a huge amount of the current problems with online play. While the results are still a couple of updates away, today's patch contains an important network fix, sort of as a teaser of things to come: the turn processing fix!

There's nothing quite as aggravating as having your game crash in between turns because of some random reason. That random reason turned out to be lasers. Due to some hitbox weirdness, a laser blast would sometimes not reach the planet surface at all, causing the game being confused and calculating the attack forever. This should now be fixed.

Lasers, nature's little troublemakers.

Next on our list of fixes is something many of you have been waiting for: the structure graphic/intel fix.

A while ago we made an experimental intel system change that allowed players to see the locations of enemy structures, but not any of the details. This turned out to be pretty unpopular, so we're hereby changing it back! As of this patch, all the city graphics and building graphics will be hidden unless the player has enough intel to see them. Because of this change, we also made a couple of balance tweaks, mainly having to do with beefing up the targetable weapons and nerfing defense buildings to account for this added layer of defense.

That's all the big changes now, but do check out the detailed changelog for every little thing.

Interplanetary Version 0.6.4981_EAC_6.6
  • Fixed online games crashing at turn processing due to Laser weirdness
  • City and Building graphics are now visible only if the player has enough intel
  • Camera now centers on the player planet when entering Targeting View
  • Material production upgrades changed to consume Planet Material
  • Cities now get destroyed when population reaches 0, as opposed to 1/6 of maximum
  • Sun gravity increased
  • Laser effects made slightly more visible
  • Defense building Visibility increased
  • Railgun Visibility slightly decreased
  • Missile Population damage increased
  • Laser Population damage increased
  • Defense Energy consumption increased
  • Upgradeable Intel amount for Data Security Hub decreased
  • Upgradeable Counterintel amount for Telescope Array decreased

 And what better way to celebrate the patch than...



The previous Whack-a-Dev turned out to be so cozy, we thought of having a home-broadcast again. So, catch the whacking stream on our Twitch channel and join the discussion in the chat. Just like the previous time, a couple of us will be playing a match or two of Interplanetary and chatting around, answering the questions you post in the chat.

And, as always, for every dev you manage to defeat we release free Interplanetary Steam keys into the world. You can follow the giveaway at our Twitter and Vkontakte pages.

Blast you soon and blast you hard!

Interplanetary is available on Steam Early Access.

August 1, 2014

Interplanetary Update #6: Building Upgrades



Once again, we a delivering a fresh Interplanetary update with some new and interesting stuff. Nevermind the shortness of the changelog, it's pure business! Let's look into it.

What's New?

Good news for all of those sick and tired of waiting for long turn-processing. With the latest action phase optimization, turn-processing should go a lot faster! Down with the waiting!

To add some depth to the building phase, we are introducing a Building Upgrade Mechanic. This is what all that tweaking in the last update was building up towards.

Each structure now has two upgrade slots on their info window. Clicking on them allows you to buy upgrades that will boost the stats of the building. Want some more "oomph" to your railgun? Buy some damage boosts or AOE upgrades!

Be careful, though; once you fill the upgrade slots, you won't be able to add any more upgrades to that building or delete the ones you've added. Specialize accordingly.




For starters, there will only be a couple of basic upgrades available and just two slots for each for each structure, so play around with them and let us know what you think! We'll be waiting for your suggestions for future upgrades or system changes. The upgrades will get more diverse further on and most of them will be tied to the tech-tree.

Interplanetary Version 0.6.4390_EAC_6.5


  • Building Upgrade mechanics added
  • Turn-Processing time greatly improved


That's about it for this time! Check out the update and don't forget to let us know what you think.

As for the Whack-a-Dev, everything so far seems to be on schedule and you can expect it on August 9th, 6pm GMT/11am PDT. In the meantime you can learn to use the new upgrades efficiently and blast us into oblivion when the time comes! Looking forward to it!

Interplanetary is available on Steam Early Access

July 11, 2014

Interplanetary Update #5: Loads of Data

Featuring a cameo appearance by everyone's favorite blue sun.
Once again, it's time to send a new update out into the big world. Good luck out there, try not to break down immediately! Like that ever happens, heh...

Features

This time we've updated in a couple of small features that serve as a base for something a bit bigger that's coming in the future.


First we have a new window for interacting with buildings. When clicking on a building, you'll now be greeted with a lot more info than previously. The functionality remains the same currently, but you can now easily see the numerical values of building health, visibility and production, for example. Makes it a bit easier to utilize advanced strategies.

If that's not enough data for you, we're now introducing the Interplanetary Codex. It's an ever-growing in-game database of all things Interplanetary. You'll be able to use it to dig deep into building stats, for example, or just read about the real life functionality of railguns. More entries will be coming with time, so stay on the lookout!

Since we're opening the hood a little bit and letting you in on the number crunching, feel free to comment on any values that you feel should be different. We obviously appreciate outside opinions; why be in Early Access otherwise?
                       
Aah, more reasons to showcase the awesome 2D art.
These are the main features introduced in the update, but there are still plenty of smaller things and tweaks in there. Check out the changelog for more!

Interplanetary Version 0.5.4183_EAC_6
  • Codex
  • New Building Window
  • Misleading city lights removed from planet surface
  • Balance changes
    • Railgun damage increased
    • Asteroid Diversion damage increased
    • Weapon targeting angles decreased
    • Projectile minimum targeting velocity decreased
    • Planet speeds increased
    • Non-player planet sizes increased
    • Solar Laser distance from the sun decreased and standardized
    • Missile homing range decreased
    • Kinetic Defense range decreased
    • Shield Defense range slightly decreased
    • Mine visibility decreased
    • Defense visibility decreased
    • Science requirement for some technologies increased
    • Build Energy costs increased for Mines, Defenses and Intel buildings
In Other News


You remember Whack-a-Dev, right? That's the event where members of Team Jolly Roger host games of Interplanetary and duke it out against the players. This Saturday we're changing it up a little bit with a surprise guest: the Interplanetary AI! We're letting the players to have a little sneak peek, by letting the AI do the battling for us, under our supervision.

Do note that the AI is still early in development and this is its first time in real action. The final implementation of the feature is still far away. Check out the Steam Announcement for more info!



June 19, 2014

Interplanetary Update #4: Lobby Chat, Trading Cards and So Many Planets!

 
The beautiful Noxious

The time has come again for Interplanetary update! This time you're up for some graphical additions, a new place for chatting and something to trade. So, let's get to it.

What's new?

You might have guessed from the update title that the biggest news on the block is the newly installed lobby chat. Now you can chat not only in the game, but also in the game room lobby.

On the graphics side: another planet has been added for you to play with - the beautiful and warm Noxious. In addition to that, there are plenty of new non-player planets and suns. It makes this the official debut appearance of the famous Blue Sun.

And for dessert - Steam trading cards for Interplanetary are now ready to be traded any time!

Gotta catch 'em all!


Interplanetary Version 0.4.4061_EAC_5
  • Lobby Chat
  • New Player Planet: Noxious
  • New Planets and Suns
  • Steam Trading Cards, Badges and Emoticons
  • Defense Building Visibility Decreased

That is all for this time. Enjoy the updated Interplanetary and don't forget to leave your comments and opinions in the survey form!

Interplanetary is available on Steam Early Access.

June 2, 2014

Interplanetary Update: Sounds and Shapes

Cities, now 100% more lively!
Update time! Today we bring you a couple of small, but interesting changes.

The most obvious update is the inclusion of actual graphics for cities and buildings. This changes the intel system quite a bit, since we've decided to let players see the structure graphics regardless of their intelligence points. They just won't be able to see any details, such as the exact type of the building or its condition. Targetable weapons should now be much more useful and we've done slight changes to their values to accommodate for that. Tell us what you think!

Another visible, or rather audible, change is new music. We've added a couple of extra pieces to increase variety. You can expect many more in future updates.

Interplanetary Version 0.3.4027_EAC_4

  • New graphics for cities, buildings and ruins
  • Different craters for different weapon impact points
  • Additional music for build phase and action phase
  • Targetable weapons damage reduced
  • Shield Defense doesn't block missiles anymore
  • Sound effect fixes
  • Networking host migration fixes

Sure, you could fire blindly, but that little dot there may well be a kinetic defense.
That's all the changes for this week. We had to skip Whack-a-Dev last week due to scheduling problems, but we'd still appreciate it if you tried out the new changes and gave us some feedback!

Interplanetary is now available on Steam Early Access!