Patch notes – Version 0.4.6

Version 0.4.6

General

Removed the camera reset on respawn.
Locked the normal games access to open the ranked games so players won’t be split in two queues.
Improvement of the server connection & the reconnection system.

Translations

Added Polish, Portuguese and Spanish.

Settings

Smart cast available

Set the hotkey (default: Left alt) in settings then use this hotkey with your skill to cast it instantly.

Map hotkey

Use this hotkey (default: Left control) with your rightclick to move your mothership with the map, you won’t have to worry about unintended warp because of a miss click.

Mouse lock

Added a toggle for choosing whether to lock or not the mouse inside the window while in a game.

Patch notes – 0.4.5

Version 0.4.5

General

Fix of an issue causing lag to all clients
Stability of the connection should be improved
Update of the new shader to add some reflection to Excalibur & Fusion

Lobby

The “profil” is now accessible. You should be able to select your title, avatar and holotag with it if you have any.
Sound design & Music added

Planets

The second set of planets now spawn at 6 minutes

Camp (mining colony)

The neutral camps have been reworked. We are testing this new system with the first camp: the mining colony.
Now the reward scale with the duration of the game.
The others neutral camps should be updated next time.

 

Kamikaze factory

Correction of a bug making the kamikaze production way faster than usual…
Now each Kamikaze should take 15 seconds to be built

Kamikaze

Damage on the main target increased from 80 to 130
Splash damage decreased from 80 to 65
Now stay closer to the factory
Hostile detection range increased from 200 to 300

All Motherships

The gain from updating the attack speed has been increased from 8% to 10%

Fusion

Fusion received a visual update !
Shield decreased from 1100 to 1000
Damage decreased from 70 to 65

Patch notes 0.1.9

Hotfix:

The ring attacks has been divided by 3 on the creeps.
Now you take less damage from the military ring if you are on the edge of the circle.
The attack of the economic ring has been reduced

Major gameplay changes
  • The conquest of planet is brand new !
    • The skill « conquer » has been removed
    • Now to conquer, you have to capture 3 « point of capture » around the planet.
    • If two players are in the same area around the planet, the capture is stopped until one player leave this « contestation zone » (or be destroyed).
  • New attack for the rings
    • Economic and military rings gain a skillshot attack. This attack replace the regular (old) one
    • Engineering ring can’t attack anymore. But you can build turret on the « point of capture » of your planets.
  • New 3D models for the « war towers »
Other stuffs
  • Wall-k2 hull gain (passive) increased from 15 to 25 hull every 30 seconds.
  • A nasty bug has been corrected. You shouldn’t experience lag anymore.
  • Now you have to destroy the enemy structures in order: War tower T1, War tower T2, War tower T3 and then the mother planet.
  • You can now see our last news in the lobby
  • A sound is played when you received a chat message in game
  • Messages for « Wrong game version » & « Server is full » should be displayed correctly now.
  • Server management has been improved
  • A bug in the feature « I lost my password » has been fixed

Patch notes 0.1.8

Version 0.1.8

Skills balance
  • Supercruise. Duration reduced from 6 to 4 seconds
  • Plasma dash. Cost reduced from 70 to 40 cubes
  • Fallback. Cost increased from 20 to 60 cubes
  • Magma spear. Cost increased from 50 to 60 cubes
  • Wave of fire.
    • Visual update of the effect.
    • Radius decreased from 150 to 125 units.
    • Damage increased from 350 to 400 (thermic)
    • Cost increase from 25 to 40 cubes
    • Cooldown decreased from 10 to 4 seconds
Other changes
  • Engineering defense tower:
    • Now cost 75 cube to build
    • You can place them in the asteroid belt, near your harvesters
    • When under construction & under attack, the tower doesn’t grow hull anymore.
    • You can have 2 towers for each Engineering ring you have.
  • New effect for mothership’s explosion
  • Now you can see the total number of players on the server in the lobby
  • A problem preventing new inscription has been solved
  • Now we record an history of your games on the server side. This will help us with the game balance and you will be able to access your player’s statistics later on. For example your win rate with a specific skill, a mothership or an event card.
  • Fix of bugs here and there

Patch notes 0.1.6 & 0.1.7

This week, most of the patch is about technical stuff. We need to spend time on this, but don’t worry, we are cooking a massive gameplay patch coming out later this month !

We didn’t really had the opportunity to post the patch notes for the previous version (0.1.6) so we included the changes in this one.

Version 0.1.6 & 0.1.7
  • The patcher has been improved. It should work even better and fix problems for some regions.
    Mac users: Remember to drop your patcher in the application folder !

    • We recommend a clean install with the new launcher for this patch.
  • A bug reporter has been added in the lobby and the game. Now you can report issue and help us improve the game.
  • Now you can see Debuff affecting you above your mothership.
  • A new skill has been added: Fallback.
  • Fix of all kind of technical issues on the game and the servers

Development News

We have a lot of development news! Here’s a summary of all of the new content, fixes, and changes in versions 0.1.5 and 0.1.4.

Right now, and for the next few weeks, our focus is on balancing the game elements and improving the engineering ring.

New Content

Fixes & Changes

Version 0.1.5

  • We’ve added an advisor to help you understand the game. This is an early version. We’ll improve it along the way and will probably add a voice to it for the release.
  • We completely reworked the AI. It has three levels of difficulty: Easy, Normal and Hard
  • We’ve added Fusion, a new mothership. Animations for fusion will come with the next patch.
  • When a player is casting some skills, you’ll see a casting bar over a mothership.
  • When you die, you can buy back your mothership for 300 cubes.

In this version:

  • The mothership bonus camp displays a visual effect on the mothership.
  • The base research time has been reduced from 180 seconds to 120 seconds.
  • The cost of research has been reduced from 300 cubes to 200 cubes.
  • A minefield takes 2 seconds to cast. Mines last for 120 seconds.
  • The game remembers the last mothership you were playing.
  • The respawn time has been increased.
  • The healing rate of the “Repairer” has been decreased from 50 to 10 hulls per second.
  • On the minimap, your move/camera orders snap to big objects like planets, motherships, camps. This should make it easier to use.
  • By default, the local map (top right) is less zoomed in so you can see a planet when you are on the edge of its territory.
  • The AI of pirates from the “Space Pirates” card has been improved.
  • Fixed some minor issues with creeps.
  • You can click a planet “portrait” to move the camera to it.
  • A damage marker has been added to the planet panel.
  • Cubes are now displayed under your name (middle top).
  • The “mouse over” ship & other entities should work properly now.
  • The cursor turns red when you can attack a target or use a skill.
  • The game shouldn’t disconnect a match any more.
  • Fixed crashes & fancy bugs here and there.

Version: 0.1.4

  • Now, by default, planets spawn 3 harvesters and 1 fighter, while the mother planet spawns 5 fighters.
  • Harvesters gather a lot fewer cubes now. (The previous rate of harvesting was ridiculously high.)
  • The “Space Pirates” and “Techno Singularity” events are working. 🙂
  • The creeps damage and health have been reworked as well as their AI.
  • The warp should work properly in every situation, and the “Warp loading” bug has been resolved.
  • The bug that was preventing players from building rings on conquered planets has been resolved.
  • Fixed several crashes on the servers.
  • Added the Gas Giant event card.
  • A message has been added when a card is activated.
  • Added the Mad rockets skill.

Beta sessions this week-end

Beta session for backers non-stop next weekend

Beyond the Void will open a Beta session for backers this weekend from 6PM GMT on 3/17 to 8 AM GMT on 3/20.

The servers will be running non-stop for those two days.

To play:

  • You have to be a backer.
  • Register before 7 AM GMT on 3/18.
  • Use this form to register: https://goo.gl/forms/Cstf76ZTFjPcapUK2.
  • Download the PC or Mac game client.
  • Launch the game.
  • Click the Sign up for Free button.
  • Create a gamer account.

Note: Backers are people who bought Nexiums during our ICO in November 2016. You cannot become a backer now.

Beta session for everyone: 3 hrs on Saturday 3/18, 3-6 PM GMT

If you are not a backer, no worries! You can still play next weekend, but you will have to play in the hours open for everybody.

To play:

  • You do not need to register.
  • Download the PC or Mac game client.
  • Launch the game.
  • Click the Sign up for Free button.
  • Create a gamer account.

Important information for backers and everyone

For development purposes, we deleted all existing gaming accounts. Even if you created a gaming account for the last beta session, you need to re-create it for the upcoming beta session.

Beta Session Report and Roadmap

So far so good…

The closed beta went very well! You discovered some issues (nothing horrible) that will help us improve the game.

If you missed the beta and would like a chance to play the game before release, please sign up when we announce upcoming sessions on Twitter and Slack. To see the most recent version of the game in action, check out the replay from HasHe  on Twitch TV.

Here are some raw statistics about the Beta Session (duration: 3h15):

The European server had:

  • 24 accounts created ( 7 backers )
  • 18 game played against AI
  • 12 match in One vs One

US server:

  • 10 accounts created ( 3 backers )
  • 8 game played against AI
  • 10 game played One vs One

Here are the main issues you reported. We’ll work on fixes for each of them.

  • A few players reported problems connecting to the patcher. The primary cause was that the patch server is in France and the players were far away. In a few weeks, we will deploy several patch servers around the world. This should fix the problem for everyone.
  • Some players reported random disconnections, particularly during loading. It doesn’t happen often. We know how to fix this issue, but this one will take a bit longer, (see roadmap).
  • One player experienced graphics issues with an entity “jumping”. This is probably due to the network latency, and the reconciliation between the game(client) and the server. The network fix should take care of this one, as well.
  • A dozen “invisible” issues. These are issues that weren’t visible to users. However, we saw them in various reports and logs. For the most part, they were minor issues with (almost) no impact on the game. We will fix them along the way.

To summarize… For a first beta went really well. Thank you so much for helping us! Everything worked most of the time. None of the issues were dramatic, and we should be able to fix them soon.

More beta sessions

We are scheduling other beta testing sessions. To get announcements and invitations, follow us on Twitter & Slack.

Network rework

As expected, there were some issues with the network. One cause was the library that manages the network. It made sense when we built it a year ago. We knew it would need to be redesigned, but decided not to replace it right before the first beta so we could work more on the gameplay and graphics.

With that behind us, it’s time refine all aspects of the game, starting with the network.

This iteration is complex and will significant testing to ensure that it is robust for the next beta. So, the next version of the game probably won’t be available for several weeks. This iteration should provide a solid foundation that will improve the scalability and gameplay experience for larger numbers of users.

Server management

This first beta showed us opportunities to improve on our server management, monitoring, bug reporting, and statistics. These improvements won’t be directly visible to players, but will help us manage the infrastructure as we scale up the size and number of servers. In particular, this work will help us grab usage statistics (e.g., the use of a skill or build order) so we can make quick adjustments to balance the game.

To summarize… The next (big) update is focused on building out the technical foundation. It will take some time, but it needs to be done now, at this stage of development.  Until that update is available, all current sessions will use version 0.1.1. We will also add more game content and space-candy to the next version!