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 Post subject: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 5:58 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
v0.9.007 -> v1.000


Added tutorial skipper
Added cloning system
Added update checker
Added in game upcoming feature list
Added respec
Added difficulty levels
Added specialists
Added stored designs for each hangar for easy switching
Added a reset design button to reset the design to the current ship
Added ships have a sense of self preservation (avoid exploding ships, if it will do major harm)
Added cloaking stealth damage 1.5x + specialist and research boosts.
Added Surplus cloaking device.
Added zombie killers have shields
Added zombie killers have armor
Added on killer conversion shields and armor gone but will repair
Added an extra set of 3 intro stars to make game start more sane
Added critters damage shields armor and hull over time, progressively
Added level down difficulty option (one way only)
Added option to turn off auto pause on lose focus
Added goon pods.
Changed doubled critter shield damage.
Changed higher critter health
Changed smoother critter spawning
Changed cull extra effects when frame rate is low.
Changed critter updates optimized
Changed self destructing ships cut their engines to drift into targets
Changed zombie ships cannot spawn eggs for 5 seconds after birth.
Changed ruptured eggs cause greater damage to the spawned ship.
Changed rammed zombie critters do double damage but go splat
Changed armor must be < 25% for critters to invade
Changed hull must be < 50% for critters to invade.
Changed zombie ship repair rate lowered
Changed doubled boarding combat speed
Changed zombies will not fire on infected ships.
Changed zombie tech level scales with the progress toward the final battle. instead of being locked at 90
Changed increased data cube lifetime
Changed mass bombs inherit ship velocity
Changed mass bombs now explode to drop a gravity well (does not effect allies)
Changed mass bomb flight time effects grav well radius.
Changed research damagestrength effects wisp damage too
Changed research damagestrength also effects strength of gravity well.
Changed mass bombs impact with high projectile damage
Changed hunter srms are do ion damage but can hunt cloakers too (ion damage trippled)
Changed lowered SRM count. spamming was overpowered. (also cpu pig)
Changed launcher boosters from 25% bonus to 20% bonus to reload speed.
Changed slight increase to missile reload times
Changed slight increase in power consume for missiles
Changed escorted ships get much less angry from friendly fire.
Changed mass bombs no longer player pilotable. fire like torps now
Changed upped mission counts in general and made metagame changers more common
Changed lowered spread on scatter and particle cannons
Changed drone bombers do high explosive damage
Changed increase to disruptor cannon damage and speed
Changed particle cannons, shoot 2x as fast as disruptors, do universal damage, shorter range than cannons, more power effieient shoot 6 shots at a time
Changed scatter cannons longer range and do ion damage.
Changed tractor beams work while cloaked
Changed Auto target and first press of prev or next target target closest to reticule
Changed targeting system will target the ship under the reticule on prev or next target pressed, always
Changed inertial engines upgraded. Better top speed and acceleration. Very nice engine now.
Changed removed inertial engines ambient damping
Changed ai avoids wisps dropped by mass bombs
Changed leech beams 40% weaker.
Changed +50% goons cap, 20% default goons
Changed more turns between zombie attacks
Changed leech beams effect zombie killers but not breeders
Changed ion damage effects zombie killers but not breeders
Changed dont allow zombie ships to shoot crew pods
Changed turret firing mode made global and saved
Changed collection mode made global and saved
Changed request crew hotkey added (M)
Changed lots of upgrades for mines. beware.
Changed AI better at deploying minefields.
Changed mine droppers cloak disrupts when they lay a mine
Fixed ai should not attack spaced goons anymore
Fixed Cloaking booster hooked up properly
Fixed repaired ships inheriting current design instead of just fixing current ship


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:09 pm 
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Shortbus

Joined: Thu 11 Aug, 2011 1:42 pm
Posts: 5
How to update game, I bought it from GreenManGaming, also I cannot activate my CD-Key on steam :/


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:17 pm 
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Shortbus

Joined: Sun 14 Aug, 2011 11:11 am
Posts: 1
As well.
How to update game, I bought it from GamersGate, also I cannot activate my CD-Key on steam


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:19 pm 
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Scout
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Joined: Mon 15 Aug, 2011 9:39 am
Posts: 33
Location: Germany
Yeah how to upgrade to 1.0? I bougth it here on bmtmicro.com

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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:21 pm 
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Dart
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Joined: Tue 24 May, 2011 8:07 pm
Posts: 13
Location: England / UK
Impulse buyer here and want it on steam does not work though. I can only guess that the keys have not be moved over to like the steam database for us to use.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:21 pm 
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Boomerang
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Joined: Mon 23 May, 2011 6:27 pm
Posts: 253
Location: UK
Have a little patience guys. :P

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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:25 pm 
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Dart
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Joined: Tue 24 May, 2011 8:07 pm
Posts: 13
Location: England / UK
Oh I do, I don't really mind as long as I know I can move my CD key to Steam as its my main platform for Digital downloading xD. Though I still think its awesome that its finally on steam, and I bet steam are kicking themselves for not letting it on the Steam Store first time.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:32 pm 
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Dart

Joined: Mon 27 Jun, 2011 10:21 pm
Posts: 12
Also want to know whether I can change my Impulse purchase into Steam so that it can update through steam etc.?


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 6:37 pm 
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Ranger
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Joined: Tue 10 May, 2011 11:54 am
Posts: 325
In regards to Steam and your key, check here: http://www.spacepiratesandzombies.com/forums/viewtopic.php?f=17&t=1613

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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 7:34 pm 
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Scout

Joined: Wed 15 Jun, 2011 2:15 pm
Posts: 32
Did the side quests not make it into 1.0 ?


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 7:36 pm 
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Turtle head
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Joined: Tue 09 Aug, 2011 5:35 am
Posts: 414
New mission types are not retroactive, is that the issue?

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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 7:38 pm 
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Grasshopper
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Joined: Tue 01 Mar, 2011 7:46 pm
Posts: 53
Have patience guys, i bet they are working on it. congratz on the releas Blorfy. looking forweard to try out all the new stuff :)


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 7:40 pm 
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Ranger
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Joined: Tue 10 May, 2011 11:54 am
Posts: 325
Annex wrote:
Did the side quests not make it into 1.0 ?

They did make it in, and they're fun. :D

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"When things get tough, remember that Short Buses are an infinitely renewable resource!"
"I once shot a Cylon in Reno, just to watch him Resurrect."


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 7:47 pm 
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
If you are using a save game from the beta version, the side missions are unfortunately absent. They are distributed upon galaxy creation. Sorry about that. The save file is still stable. All the other additions and features will still work.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 8:24 pm 
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Scout

Joined: Wed 15 Jun, 2011 2:15 pm
Posts: 32
Fine with me, I was waiting to start a new galaxy until 1.0 came out anyhow :)


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 9:26 pm 
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Shortbus

Joined: Mon 15 Aug, 2011 9:23 pm
Posts: 3
nice changelog, too bad gamersgate won't let me download.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 9:32 pm 
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
That is odd. Did you buy today? Where you ever able to download from GG?


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 9:48 pm 
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Shortbus

Joined: Mon 15 Aug, 2011 9:23 pm
Posts: 3
heh, yes, i was always able to dl from gg just fine. it seems like the file they have might be corrupt, since the gg downloader cuts everyone off at the same percentage.
and no, i bought it a month ago, so adding the key to steam after reading you ported all keys over worked just fine (had to delete the hyphens though).


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 9:48 pm 
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Scout

Joined: Wed 15 Jun, 2011 2:15 pm
Posts: 32
Aint on impulse either, nor is the update available yet. Guess theyre moving slow.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 9:58 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
Impulse is take a while to update sadly.

Has anyone been able to download version 1.0 from GG today?


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 10:03 pm 
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Shortbus

Joined: Mon 15 Aug, 2011 7:20 pm
Posts: 3
now impulse is having problems recognizing its own serial numbers leading to download errors


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 10:06 pm 
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Shortbus

Joined: Mon 15 Aug, 2011 9:23 pm
Posts: 3
Richard wrote:
Has anyone been able to download version 1.0 from GG today?
they just fixed the issue. the guy who was complaining about it in gg game tutor just closed his thread and i tested it again and it loaded just fine this time.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 10:07 pm 
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
That is good to hear. Thanks


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 10:18 pm 
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Shortbus

Joined: Wed 06 Jul, 2011 1:33 pm
Posts: 2
TheOrigin wrote:
Yeah how to upgrade to 1.0? I bougth it here on bmtmicro.com


Hello,

Same question.
There is no download link for the patch, and no button to upgrade the game.


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 Post subject: Re: SPAZ 1.0 Changelog
PostPosted: Mon 15 Aug, 2011 10:20 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1998
You'll have to install a fresh copy. Your save games should stick around though. Are you able to get a fresh copy from BMT?


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