Nookrium reviews Remnants!

Check out this new youtube stream!

Just fyi, I’ve been in radio silence for a while as I’ve started work on the next alpha. Silence does not mean “no progress”. Ship artwork for the Psilons is in progress now!

 

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Alpha 4.25 – retreating fleets fix

Alpha 4.25 is now available. This patch fixes a bug with retreating fleets introduced in 4.23. You should probably download this version for the fix. You can download the latest version from itch.io:

https://rayfowler.itch.io/remnants-of-the-precursors

Remember that you can report bugs and discuss the game on Reddit at http://www.reddit.com/r/rotp

What’s changed

Retreating fleets – A validation fix in 4.23 exposed some out-of-order code in the fleet retreat logic, which manifested with two symptoms: retreating fleets were not automatically launching to their target system, and fleets retreating to empty systems would DISAPPEAR. Problem is fixed.

Thanks again to all of the testers for their great feedback!

Discuss on Reddit:

Alpha 4.24 stomps out a bug

NOTE: there was an upload error with this version as I did not upload the “correct” version of Alpha 4.24, if that makes any sesne. If you downloaded the game within an hour of this post, please download again to get the correct version.

Alpha 4.24 is now available. This patch fixes one reported crash. If you are experiencing a crash in 4.23, download this otherwise don’t worry about it. You can download the latest version from itch.io:

https://rayfowler.itch.io/remnants-of-the-precursors

Remember that you can report bugs and discuss the game on Reddit at http://www.reddit.com/r/rotp

What’s changed

Crash – there was a bug involving detecting ships when entering a new system. While it looks suspiciously related to the ship visibility fixes in 4.23, it is actually it’s own little unrelated bug. However, it does prevent the game from continuing so my general rule is that game-breaking bugs are fixed within 24 hours. Here it is!

Thanks again to all of the testers for their great feedback!

Discuss on Reddit:

Alpha 4.23 on a not-so-lazy Saturday

A new bug-fix patch is out! I’m still trying to enjoy a little “code downtime” in order to recharge my batteries a bit, but there are some nice changes in here. Mostly, I’ve just been playing a lot of chess and just splurged on a new set:

ChessSet

Alpha 4.23 is now available. You can download the latest version from itch.io:

https://rayfowler.itch.io/remnants-of-the-precursors

Remember that you can report bugs and discuss the game on Reddit at http://www.reddit.com/r/rotp

What’s changed

Colony Spending Orders – when specifying multiple, conflicting orders for Colony spending (e.g. when you learn certain technologies), the game will no longer recalculate them proportionally, but will perform them in the traditional spending priority (IND, ECO, DEF, and SHIP). This should make a huge difference to players on large maps trying to optimize their colonies’ spending.

More Colony Spending Orders – there was another bug where a colony spending order could get removed before it was completed. Fixed!

ECO spending – there was a bug where occasionally ECO spending would get tweaked up or down one tick away from the “Clean” status. This was annoying, I agree.

Ship Combat – ship missiles will now properly attack colonies

Ship Combat – when targeting colonies, ships with bombs will now get close enough to drop bombs even if they have long-range beam weapons that can hit from afar.

Ship Bombardment – an empire’s deflector shield technology level now only benefits against bombardment as long as their are missile bases on the planet.

Ship Repair specials – these now work!

Displacement Device special – the cost, space and power requirements for this device have been corrected.

Plannet Scanning – the various scanning techs should more reliably see ships around other systems where appropriate. I was unable to reproduce this bug, so I basically debugged this problem blindfolded and hopefully found the offending problem. If you still experience this, let me know!

Departing fleets – when doing multiple fleet deployments to the same system, the game will now automatically combine ships into a single fleet where it makes sense to do so.

Colonization screen – there is now an “OK” button to hit when you’ve entered the name. Pressing the ESC key will still work fine.

Setup screens – the Cancel/Accept buttons are now key-enabled.

Ground Combat text – the armor/shield/weapon descriptions for the troops will now auto-size to avoid any text overlapping.

Race Intro text (German) – fixed a display issue on German intro text for Darloks

Thanks again to all of the testers for their great feedback!

 

Discuss on Reddit:

Alpha 5 schedule

Now that all of the dust has settled from the Alpha 4 release and artwork is coming in for Alpha 5, I think I can start providing reasonable estimates for the next Alpha 5 milestone.  In fact, since we are in a constant state of “release”, I think that using “milestone” is a more sensible term.

The biggest effort for this milestone is the creation of ship artwork and ground combat “death” animations for each of the eight races already in the game. Since the first race, the Sakkra, took about a month to complete that makes it easy to estimate the total remaining time.

Below is the planned schedule. The work mentioned is the minimum planned to complete. There is a real chance that my hours available to work on the project could increase dramatically during this period, potentially allowing for a lot more development work on the project before Alpha 5 is completed.

Finally, keep in mind that this is a rough schedule. It does not incorporate any vacation or other downtime for Petar.

October 2017 – completion of artwork for the Darloks (Race #2) , code changes necessary to get the ground combat death animations to work, and the integration of the Darlok ships & Darlok/Sakkra combat animations.

November – completion of ship/combat artwork for Race #3 and the visual revamp of the Ship Design screen.

December – completion of ship/combat artwork for Race #4 and the visual revamp of the Map screen.

January 2018 – completion of ship/combat artwork for Race #5, the visual revamp of the Galactic Council screen as well as the race-specific text for the council voting. Will probably start more aggressively soliciting translators at this point.

February – completion of ship/combat artwork for Race #6, plus the enabling of manual control of ships in ship combat. All ship specials & weapons should be functional at this point. This is the three-year anniversary of the start of the project.

March – completion of ship/combat artwork for Race #7, plus a lot of work on the Ship Combat & Ship Design AI.

April – completion of ship/combat artwork for Race #8, plus general AI work.

May – any illustration work needed for ship combat effects, plus general code prep for the Alpha 5 milestone.

June – Alpha 5 is released and work begins on Alpha 6 artwork (Human race, technologies, random events)

Thanks for all of your feedback and testing!

 

Discuss on Reddit:

Alpha 4.22 has a bug fix

But first here’s a screenshot showing one player’s total dominance as the Psilons. Don’t get used to it; there will eventually be a lot of AI improvements before this game is officially released!

PsilonPower

Alpha 4.22 is now available. This patch basically fixes one serious ship combat bug. I’m trying to take a brief break from coding but I can’t ignore a game-breaking bug! You can download the latest version from itch.io:

https://rayfowler.itch.io/remnants-of-the-precursors

Remember that you can report bugs and discuss the game on Reddit at http://www.reddit.com/r/rotp

What’s changed

Ship Combat – if you had a ship with pulsar weapons, combat would crash. This was a side-effect of a fix introduced in 4.21.

Diplomatic Trade Treaty text – the string [amount] started showing up in this texts. Also a side-effect from the translation changes made in 4.21

Greek text update – our Greek translator has provided an updated set of text files already. Fast work!

Thanks again to all of the testers for their great feedback!

Discuss on Reddit:

Alpha 4.21 is here with a call for translators!

Here’s a video explaining, in detail, the steps involved in creating a foreign language translation of the game. If this sounds like something you are interested in, please watch!

Alpha 4.21 is now available. This patch fixes a few minors bugs but primarily adds some behind-the-scenes enhancements to support foreign language translations. You can download the latest version from itch.io:

https://rayfowler.itch.io/remnants-of-the-precursors

Remember that you can report bugs and discuss the game on Reddit at http://www.reddit.com/r/rotp

What’s changed

Foreign language support – enhancements have been made and updated text files are being sent to translators for review. Everything should be “fine”, but if you see anything weird in the diplomacy text (including the diplomatic incidents text on the Races screen), let me know.

Ship Missiles – missile stacks in ship combat were not killing enemy targets properly. They are now much more effective. Bug involving missiles attacking colonies is NOT fixed; still working that one

Empty Weapon Slots on Ship Designs – these were sometimes causing subsequent weapons on the design to not fire in combat. Should be fixed.

Colony Production going to zero – there was an underflow bug from excessive spying causing this. It’s fixed!

Thanks again to all of the testers for their great feedback!

Discuss on Reddit: