They are blueprints. You need to destroy the corresponding alien ship on the battlefield to get one, but they have a drop %, so you don't always get one. Hopefully not too Grindy
I notice that after all of this time, none of this is ever explained in the tutorials, nor does there appear to be any in-game documentation to explain these features. I actually clicked on the enemy ships and such, because I knew of this feature, only to be greeted with a bunch of symbols that aren't explained. It would be nice if the game actually introduced all these things to you.
Thank you, i just got back to the game after not playing for a while and OMG there is new carrier with 4 hangar slot She'll be my flagship until i aqquire alien ship, i guess
Are the alien ships better/different? When you're buying weapons, do you still buy the human ones, or do you get the ones the race of the ship uses?
I think most of stuff in endgame are alien stuff, except the mission reward one if you look at alien ships, they using weapon like us, no differnce, except fighter or their drones
I'm also loving the new 4 hangar flagship, and given recent events with the game's name the title is doubly funny. For the new alien ships, I like the idea of blueprints to unlock them, but I'm feeling so far they they may indeed be too grindy. I've played 3 games through start to finish in hard mode, exploring every sector, and I've found a grand total of 1 piece. At this rate it will be a looooooong time until I'm able to access them all. Have I just been unlucky, or is the drop rate intended to be this low?
Hey AdmiralGeezer, do you guy have plan of more defensive equipment like EMP or some additional shield ? I saw the giant alien ship protect the last boss base equip 4 deathray which blow away my companion ship in 2 salvo (the swarm of drone and bomber and other base, ship took down our shield almost instantly xD ) I tried to choose the farest possible spot to teleport but not working xD
Updates to this game might be tight from now on, since we are working on a new game. Harbinger is 1 year old now by the way, time flies so fast! Everrrybodyy! You should definitely join the community here if you haven't already, we will need some beta testers and the like for our new upcoming game! http://bugbyte.fi/forums/showthread.php?tid=208
There are some subscription mechanisms underneath the pictures. You can quickly subscribe to the mailing list or then subscribe to the forums. Any of these will add you to the community and keep you in the loop!
Just started playing it again, played it a lot at the start then didn't touch it since the big update. It is really an excellent game right now. Probably underrated, the updates really lifted the game to a higher level.
Thank you! We really put effort to improve it since start, and in the end we updated it for about a year Working on a new game now, going to be epic! Showing some early material of the new game here: http://bugbyte.fi/forums/showthread.php?tid=245
Excellent game, gives you the cool vibe from wierd worlds (ipad only), but with much deeper customization possibilities
Finally completed on hard. Great fun and very happy about almost everything Only have one minor oppinion about balancing: Beams seems to be op, due to 'instant hit' (no traveling time for projectile) And close range weapons (eg flak canons) are super cool but not viable, due to the slow movement (you cant close the range gap). I would really suggest a minimum range of some weapons. Eg beams could not hit anything point blank Or Have beams have a damage drop-off over distance Just something to even out stuff and make close range weapons viable
So time flies, huh? I remember the days we released Harbinger, we had ran out of time and had a mere $1000 on our company account. 3 men don't live long on $1000, at least where we live. The release was a bit of a wreck, game breaking bugs and other stuff that makes you pull your hair out in despair. But it all worked out in the end, Harbinger was the messenger bringing news that this little game development company was not yet to fall. We've been immersed working on 2 new games since we stopped updating Harbinger. Well, actually! We just updated Harbinger, added 64-bit support and a new ship to the starting ships. The BSE Siege, to celebrate one of our upcoming games Battlevoid: Sector Siege. If you are reading this, and you are willing to respect our wishes to keep the testing as closed beta and not post material on Youtube and whatnot, we would like you to help us test Sector Siege on iOS. Send us a mail to [email protected] and we can invite you to Testflight. I am Admiral Geezer, and I'm sending this message to all the great Commanders out there in space. I am here, I am waiting...
Been playing this lately, and ah, overrated is the first and most accurate thing that jumps to mind. Can someone explain to me (in depth!) what is the attraction here? You start with the weakest ship and jump from planet to planet. The planet may have enemies or it may have loot or a shop or asteroids or whatever. In general though, it has enemies. And this is a roguelite so you will die. Thing is, in this, you will just die over and over and it isn't due to lack of skill. RNG of the drops you will get (not many), is brutal. More likely you will be surrounded by planets with enemies at it and won't even have a gun to defend yourself. There's a jump timer so you simply sit there and wait for the timer before you can jump away but guess what, the enemies follow you. So how do you progress? Each death (the first like 20 are like Insta deaths), gives you experience points. Each set number of experience points you'll unlock a ship, obviously better than the last. So that's it. Unlock a better ship and you'll have a tankier ship to get through more planets on your run in the hope to find a planet that has a gun for you to buy. From there, just try to stay alive. But really if you want to go further then just keep dieing, gaining experience points, and you'll get a tankier ship to go further. What gives?