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NIGHTSTAR: AllianceEventsEarly Access Update 4 - Ship Building
Community

Early Access Update 4 - Ship Building

NIGHTSTAR: Alliance · published 17 Aug 2018, 05:21 UTC

All eventsPlayers around this dateRead on Steam

JOIN OUR DISCORD!

Phew! Commander, we have decoded a large technology module. This is a game changer for the Alliance! I'm running a deeper analysis now. Here's what Engineer Nika was able to decrypt so far:

Decoding transmission...

1600016-16-7-05.... CODE 000000-4... PILOT BOP UNIT ACTIVATED

Builder BOP and Pilot Bop

Our BOP utility drones have newly installed tactical armaments. Aswell as the Tractor Beam and Clamp Arms, BUILDER BOP now has access to an experimental military shield tech which only last a few seconds, but is the difference between escaping the Supremacy, and having our brains turned to mush. The PILOT BOP has also had improvements to its structural mainframe, PILOT BOP directs weapon and thrust capabilities of the Alliance Battlecruiser.

Alliance Salvage Operations


Our Engineers have retrofitted our large module bays with expansion capabilities. We can now attach crew quarters, armour expansions and large structural modules to the Alliance Battlecruiser. This allows us to expand the capacity of the ship and man more weapons and utilities - Lets get out there and find us some salvage!

Commander Visor Updates


During our escape to the outer rim we ensure the safety of nearby colonies by answering their distress calls. The new upgrades to the visor show the number of colony ship signals remaining in the sector.

Mission communication protocol improved


Communications from distress calls and during warp spooling/exit are now subject to a "need to know" basis. Shorter communications are advised.

Nuclear signatures detected


Scans have revealed a large radiation signature on our route to the outer rim, prepare the armory, reinforce shields and get ready for engagement, Commander.

Ship Distress Signal Received


We have received an urgent support request from a nearby sector, the captain has reported ship wide malfunctions and imminent escape pod evacuation into deep space... we cannot leave them out there Commander, plotting route now.

Engineers tinkering with the Alliance Arcade Cabinet


Our engineers have cooked up some new modes in the Mess Hall Arcade Cabinet, we now have access to Story mode, which is the classic game we know and love, and a NEW and IMPROVED ARCADE MODE, which gives us 3 coins to use as lives - should be a blast Commander!

Mess Hall Achievement Wall


The crew have been comparing their achievements on the arcade machines, and started a wall of fame - they are calling it "Steam Achievements" - something related to the malfunctioning ventilation down there.

Update notes:

- Added "exit to menu" in game settings.
- Added End of Sector Score UI.
- Added Arcade/Story Meta Data to scores
- Added -story (shows story option - 1 life) can work with -arcade
- Edited mission complexity
- Added Missile bomber mission
- Added Colony Escape Pod Mission
- Added Death rewind for arcade mode (and 3 lives)(edited)
- Added Leviathan Boss
- Extended Chapter 1/2 length (less happening per sector)
- Stopped Grey weapons spawning after certain sectors, only good weapons spawn later in the game
- Added Player profile with kills, sectors, and colonies saved (and level bar to show progression) uses steam image and name
- Removed DISTRESS call after skipping game introduction
- Added INTRO and TUTORIAL buttons to main menu
- Improved scoring to avoid 30million+ scores
- Improved missile explosion effects/hit recognition
- Edited mission text timing and enemy spawning to allow reading of on screen prompts
- Edited end of chapter 1 Hedra cutscene to stop enemies destroying you whilst controls are invalidated
- Edited Ship avoidance behaviour to seek central play area after 6m distance (stops them flying away)
- Edited Bop Meshes to show Pilot/Builder
- Achievements edited and Icons created and added to Steam
- Edited tractor beam trace to box to make it easier to grab objects
- Edited the excape vector to be simpler (this entire game section will updated in the next release)

ROADMAP

  • Arcade Config file to allow easy editing of lives and play session settings.
  • THE HIVE Chapter where players enter the Supremacy fortress and save the commanders held there.
  • Throwable abilities (like screen-wipe nukes, allied fighter ships and other doomsday style weapons)
  • Colony ships mobilize during boss scenes (we heard you want colony ships to react to boss encounters, so they will be flying around during boss fights)

HOTFIX

  • Edit Shield cool down icon position
  • Decrease the Escape pod mission wave interval
  • Cap Expansions at 16!
  • Move the backpack to align to one of the 4 attack fleet positions
  • Remove the tiny Debris meshes
  • Fix text "ite" on beacon
  • Remove collision on Colony ships whilst docking
  • Make the Expansion Loot trail blue
  • Fix missing Graveyard achievement
  • Use "Sequence dialogue" colony missions - so waves spawn after dialogue
  • Add Short delay after colony missions (in the event that two colony mission happen sequentially
  • Add laser channel check to BOP shield so he can block lasers
  • Allow Colony ships to un dock during boss fights and redock after
  • Fix missing colony mission texture
  • Patch an issue with infinite shields
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