August 11th, 2019
Factions – our internal working has currently culminated in the following line up: “Brood, Union, Nexus, Alliance, Terrans” – Leaving Matrix, Hive and Federation as NPC. This is our current “working” plan, as i can assure you the remaining NPC factions will have a vital role to play in things to come as much as the player factions. We will be enabling a form of trade with these factions that should allow the circulation of their ships and specialities… They will return to the game likely on a “when the time is right” approach to cope with increased numbers, at this point our current choices might not please everyone but we are spread too thinly for all factions to be warranted at this point (you know what you need to do). The faction changes will be happening soon so please let everyone know and start to indicate your preferences (faction) early as I suspect there will be a flurry of the moment. Those still in the starter race will be able to move themselves.
August 11th, 2019
I’ve updated the games code of conduct, i’m not one for long winded rules sections with a wall of text for every possible outcome but we will update them over time if needed (not an invitation to push the envelope). – https://interstellar-war.com/conduct Please study the rules carefully and let us know if anything is unclear or if you would like anything added. The crux of the change here really is to set the following tone, to allow us to move forward as a community and act accordingly as a community to allow that to happen this can be surmised as. Be friendly, patient, and welcoming. Support a safe environment and help us to ensure that everyone follows these Rules. Be respectful. Not all of us will agree all the time, but disagreement is no excuse for poor behaviour and poor manners. We might all experience some frustration now and then, but we cannot allow that frustration to turn into a personal attack. It’s important to remember that a community where people feel uncomfortable or threatened is not a productive one. Be careful in the words that you choose. Be kind to others. Do not insult or put down other participants. Harassment and other exclusionary behaviour aren’t acceptable. Try to understand why we disagree. Disagreements, both social and technical, happen all the time. It is important that we resolve disagreements and differing views constructively. Remember that we’re different. The strength of our community comes from its diversity, people from a wide range of backgrounds. Different people have different perspectives on issues. Being unable to understand why someone holds a viewpoint doesn’t mean that they’re wrong. Don’t forget that it is human to err and blaming each other doesn’t get us anywhere. Let’s focus on working together to resolve issues and learning from mistakes.
August 5th, 2019
Tutorial steps for the tactical map, ship and target have been added as well as for the starship/base screens.
August 5th, 2019
The start of the tutorial has been added, more screens will be added on in the near future. Once you complete a step it is remembered and wont show again. There will be an option to restart/reset any part of the tutorial from the settings section in the near future
August 2nd, 2019
As i’ve yet to see any advancement, We’ll be available Saturday (3rd) at or around 6:30 GMT … If you can make it great, if not we’ll do our best to keep notes and publish them later… have your questions at the ready or fire them to us in the suggestions channel in advance and we’ll work our way through.
July 30th, 2019
It seems (as mentioned elsewhere) it as good a time as any to start thinking about another Q&A session. Hopefully we can answer any questions people have and discuss more of what is to come, as well as where we are now… A lot of our plans do tend to fluctuate and are not always the easiest to communicate (dev’s move in mysterious ways and all that) but these sessions have proven useful in overcoming that. This coming weekend 3rd/4th i will endeavour to be available and hopefully we can come up with an appropriate time (suggestions in other channels please)… Naturally i appreciate not everyone will/can make it and as such also any questions are also welcome, we’ll try to keep track and note to publish answers a little later also. Its always good to stop and take stock/see where we are.
July 22nd, 2019
I have added some tool tips to the character page (as part of a number of smaller changes), the security skill level and upgrade capability have also been disabled. Please don’t panic, your security skill exp/level is not lost/gone and we will look at reimbursing the EXP spent soon.
July 21st, 2019
“The Cove” pirate base in Wolf 359 has now been repaired. All player ships parked at “The Cove” will be accessible as normal.
July 13th, 2019
Until Further Notice “The Cove” pirate base in Wolf 359 is down for repairs pending an internal investigation.
July 9th, 2019
Aggressive NPCs: Over the last week a series of subtle updates have gone into the game (and soon some corresponding fixes). The core of which has been adding aggressive/expansive NPC behaviour.
Fleets of NPC ships will now start to build and try to expand past their home system, their aim, like yours to gain an income. They will fight/destroy anything in their path. The income an NPC faction gains will in future updates help determine the rank/cost of ships used and their actions.
June 25th, 2019
QOL update: There is a quite significant change about to go live that should reduce if not solve the visual lag some have been experiencing. This has the slight downside of disabling the go-to-line for the time being (this will be re-added). Part of this has also had the upshot of reducing the tick execution time to less than a second which certainly should be noticeable. As this is a bigger change there is likely to be a few issues with things not updating in tactical etc, please let us know in #bugs if you find anything.
June 6th, 2019
The in-game boards are now live (well technically since Monday) , more features will be added to them over time based on feedback etc. I will be adding notifications when you have unread messages etc. Councils have a private tab (naturally named council) and are able to post to the announcements sections. The announcements are public to your faction but cannot be edited You can delete your own messages within 15 minutes of posting, they cannot be edited. Hopefully a needless reminder: please do not abuse the boards or break the rules… even deleted messages are not “deleted”…
FYI More boards can be added, and a guild board will appear when this functionality returns
May 21st, 2019
A number of smaller starbase weapons tweaks have been made to hopefully aid with performance. Starbases should once again fire on the tick. Clone and Disruptor capabilities have been added to the starbase upgrades. Clone: This will enable your faction to respawn at this base if you die within the system. This feature might be expanded in future to allow to “jump” between bases at a cost (or other variations, ideas?) Disruptor: This will disrupt any cloaking ship within 250km of the base if the ship un-cloaks they will not be able to re-cloak whilst within range of the base.
May 28th, 2019
Aggressing ships should now pulse and system/planets be a touch more visible with a few more UI changes
May 27th, 2019
Some UI improvements to the tactical screen should now be live, further changes to come to consolidate various ship functions and improve usage such as notification bubbles etc So Far: Scanners are now on the right, default tab Engineering is now the second tab Comms is the third tab, the submit button will allow you to select the desired channel (the shortcuts are not on this version) A crew tab will soon show stats for crew in relation to the later piracy updates Let us know how you get on, any thoughts
May 16th, 2019
Prueba has been added to the starmap, there is a full spec’d starbase for you to pummel, let us know if it needs to be reset.