PULSAR Lost Colony Beta 7

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leechers: 5
Added on March 31, 2016 by Rocky_45in Games
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PULSAR Lost Colony Beta 7 (Size: 565.12 MB)
 PULSAR_LostColony_Beta_7_setup.exe565.12 MB


Description





Changelog:
Additions -Added a reputation system that adjusts store prices inside that faction's territory -Added a system that can scramble long range communications to prevent reputation loss or flagged ship status. Nebula storms will also have this effect. -Added a new system for assigning faction-based missions -Added a ship registration system that allows factions to recognize allies. It’s still early, but this can potentially allow crews to “steal” ships while maintaining their registration (provided long range comms are scrambled). -Game saves should now store ship reputation. We’ve done a bit of effort to make sure you can keep your current saves. -New sound effects have been added to the game -We’ve added an ability that can reveal your crew reputation to any ship in the sector; this is still early -Radiation has been added. Areas can now be irradiated; the ExoSuit will slightly help but does not make a player immune to the effects. -New Talent: Anti Radiation Injection -A few abandoned ships have been added as part of the new missions -Added a behind the scenes editor tool that allows us to tweak temperatures more specifically New Programs and Viruses -Block Long Range Comms -Overcharge -Barrage -Syber’s Shield 21 New Missions - New missions for the Alliance of Gentlemen - New missions for the Colonial Union - New missions for the WD Corp - New missions that can be accepted by any faction New Planets -AOG Hidden Stash -WD Base -The Harbor -Artifact Planet III -Grassy Mountain -Cube Caves -Storm Planet -Ice Plains -Asteroid Refinery Changes -Tweaked the radius in which those small space particles appear around the ship -WD security drones have been tweaked to make versions for the CU as well -Nuke damage has been increased -Lighting has been tweaked to reduce improperly lit doors on ship interiors -Pilot AI should attempt to line up to sectors a bit faster -Upgraded Wwise Implementation -Reactors with core safety toggle disabled and running at higher temperatures will begin to leak radiation -The virus screen can now display viruses that are being broadcast by allied ships. These viruses should not try to infect your ship. -Drones will no longer endlessly jump to a continuing distress signal -Tweaked lifeform sensors on all ships so that they are harder to detect -Tweaked the quantum signature of ships while charging their warp drives -Neutral sectors (in white) are now more of a “wild card” where almost anything can show up -Carrier starting components have been tweaked Starmap Changes -Starmap sectors can now be dynamically loaded based on ship position and other variables -Changed some of the visuals -Galaxies can now have different numbers of arms -Adjusted placement of shops in relation to long range warp stations -Tweaked how sectors are labeled for optimization purposes -Added more nebula storms to the galaxy and special visuals to accompany them -Faction territories are no longer large expanses; they are now more likely to be a number of smaller pockets throughout the galaxy. This results in more neutral space. -Adjusted distress signal visual to make it stand out a bit more -Mission sectors have been tweaked -Hub Icons are now visible on the Starmap -Exotic shops are now found in Neutral space Fixes -Fixed a floating geometry issue outside one of the lava planets -Fixed a room culling issue on the W.D. Cruiser -Selecting “Install Ship Components” will now bring out the tab menu -Fixed targeting UI for missiles if the in-game scale is not at 100% -Spent a lot of time ironing out some of the issues on the virus screen; some of them included visual overlap with the comms screen, players joining a game can no longer miss a virus due to timing. The virus screen is also more optimized, will more accurately sort viruses the same on all clients and will no longer show viruses whose sender has been destroyed. -Ship doors will now respond to non-human creatures -Fixed a visual error regarding the “Find Sector” button -Adjusted path networks to account for spawned objects (i.e The Captain's Chair) -Fixed a strange sound issue found on the Grim Cutlass -Fixed a UI sorting issues with the ship list on the right of the screen -Fixed a comms screen issue on the Grim Cutlass -Fixed a shop issue regarding invisible / equipped components -Fixed the AI priorities menu from potentially getting stuck -Fixed a bug that would start a crew in the Grim Cutlass ship if they died in it and performed a Galaxy Reset -Fixed an issue regarding incorrect information as to whether a ship can or cannot detect you -Fixed a small visual issue regarding NPC dialogue boxes -Fixed a visual issue regarding the name on the side of some ships not appearing correctly after changing certain video settings -Tweaking ship component pricing to accurately reflect the level of that component -The Carrier now drops credits -Fixed an issue where programs would not always charge in the correct order. -Fixed an issue regarding distress signals not being accurate after a galaxy reset -Fixed an issue that could potentially cause a desync regarding ship sensors -Fixed another “locker hands” issue that would happen when adding and removing bots -The Carrier now has a tracker missile slot. Its special attribute should also be a bit more powerful. 

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PULSAR Lost Colony Beta 7

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Thanks Rocky!