Interloper. v1.11 Bug Hunt This week's update is short and sweet. Lots of bug fixes. Full Update List: Bugs Fixed Preflight no longer fails at minimum sensitivity. Guided rails / any player projectile should no longer collide with and kill the player. Waves should appear precisely when they mean to now. Cap ship waves should no longer bug out when the timer runs out on survival runs. Haptics won't go on for three and a half years with the Mini Warp Drive. Daily Leaderboar is not properly spelt on the main menu in all aspect ratios on macOS AI Override is no longer capable of capturing Capital Ships / Resource Bunkers / Transports. Also has a spunky new effect! Also rebalanced it's timing to be more useful. Dodging will no longer send you off into the sweet sweet abyss. Maybe.. really maybe hopefully the silly bug where cap ships jump has been fixed this time?
Honestly I really wish the dev would focus on fixing the bug where you lose your load out. It’s infuriating and would much rather see that fixed than any other functionality added.
I’ve been trying, but I can’t replicate it. And without a replication I’ve no idea where it’s falling over. Got ideas but yeah.. I’ll keep at it.
“sweet sweet abyss” made me lol. Fuckin love this game, I love how weighty the weapons are, and I truly feel like a fuckin space ship piloting, capital ship blasting BAD ASS, dodge rolling all nimbly bimbly like a fuckin deadly space balarina, gattlings blasting to and fro, American flag flying from my ship, fireworks exploding around me, Eye of the Tiger blaring through the void, my wingmen flying, shirtless, chests glistening in the moonlight after a healthy bench session planet side, space debris flying fucking everywhere........ this game is great. Play it.
I’m obligated for legal reasons to state that the American Flag, Eye of the Tiger and glistening chests are all trademarked and thus are not a canon part of the game. Thanks for the glowing review?!
I did a quick search and didn’t find anyone else mentioning this or maybe I’m not understanding the values and their effects ... it’s been known to happen . But I just got a Magenta shield capacitor and it’s description says it only adds 20 extra per regen while the orange Says 40 ?maybe I don't understand it's mechanics :s Also I was doodling on my covid rerun conference call and came up with a mission idea Maybe someone else has brought it up to you before but what about an escort mission to protect one Of our precious few massive assault desimating ships that is good at ripping big things to nothing kind of like a dumb down. Death star that you have to get to the end of the jump lane kind of reverse of the freighter run and the you could extend it for difficulty by adding more jumps and targets to get to the ultimate target might be a balancing nightmare. Thought it was worth pitching anyways that or I need to drink more coffee and look out the window more then play the game. Can't socialize in the nursing homes on breaks now so I can't even get my daily gossip from the nurses right now lol
I’ll look into the capacitors... that would be bad if they’re around the wrong way lol :/ As for escort run, yeah I actually had that in prior to launch! Some of the people here from the beta might remember it. Effectively it was exactly a reverse of the existing kill-transport missions, which meant that if the transport got targeted by the AI, it was guaranteed dead. Essentially the way I implemented it was boring, but you make a good point of changing the “protect” target to be a KRS Capital ship. I’ll have a think about it!
Hey all, Still plodding away on the next big update. It'll include some big new features, and some long overdue bugfixes. It's still a while off being fully ready (maybe another two weeks?) But It's almost ready for Testflight, if all goes well I should have a build up there this week. In the meantime, a wee teaser.
There are these things (structures?) that float around the map and are destructible. Although individually weak levels in which they appear feature dozens of them. I’ve always thought of these structures like KRS civilian platforms or homes or something like that. Perhaps the new/old “reverse-escort mission” could feature these things in a more prominent role. Where the player needs to prevent the Commonwealth from destroying all of these structures within a certain time limit. This way enemy AI have many targets they need to punch through, instead of only one vulnerable transport. Just a way I thought of using existing assets to make new game modes. Great work by the Dev, I’ve really been enjoying the endless mode (I really should get back to school work). Can’t wait to play the latest update and hats (helmets?) off!
Suit Up Ok here we go. This week is a beta build, and it's main focus will be on hunting down any issues with the new upcoming feature: Pilots. So what do? Well, when your game boots up, a pilot will be generated, alongside them a record of all the battles, they've (you've) won, ships they've (you've) destroyed, and more. Should you complete a run (that is, complete all waves in said run) you'll be presented with a choice of up to three Pilot Perks. Once selected, this perk will permanently be attached to your pilot. Perks are abilities that augment the way the game plays in significant ways, from explosive autocannon rounds to cheating death once per run, to increasing loot drops to skewing them towards a particular category. They'll give you a way to further customise your Interloper runs. Perks, like loot items come in various rarities, and once you've gained a perk, you'll not be offered it again. Now this wouldn't be Interloper if there wasn't a risk involved. When you die, your ship will be destroyed, and your pilot wounded. Wounds are kind of like counter- perks. They're game changing hinderances to your character and playstyle, with effects such as unreliable weapons, to reduced loot drops or becoming a prime target for Commonwealth command. Gain four wounds and that's it. Your pilot is done for, and a new Pilot will be generated. At this point in time the functionality is mostly in, but there's likely to be UI and functional bugs with the implementation of the Pilot systems. There's also no tutorial and limited support for controllers right now. If you're keen on testing this out, please let me know via a PM and I'll add you to the Testflight. If you're already on the Testflight beta branch of the game, please let me know what you think of this update! This build should be live sometime in the next 24 hours. In some other, slightly more personal (but still relevant) news, come mid December I'll be working on Interloper more than one day a week! Not 100% sure what this looks like just yet, but my hope is that I can spend a proper day each week on just bugfixing, and then hopefully a day or two on new features. I'll keep you all posted as I know more. Full Update List: Gameplay Changes Pilots added to the game Track your career via your pilot. Look cool! Addition of Perks. Complete a run to gain access to a perk Addition of Wounds Get destroyed to gain a wound Pilot can take three wounds, a fourth will kill them. Revamped Assault missions to include more interesting stations.
They’re not designed to be crippling, I’d liken them to slight disadvantages that can be worked around by shuffling your loadout or trying new approaches to the game.. If you’d like to give it a try, I’d love to know what you think of it in practice!
Suit Up Okay, the Pilot update has just gone live. As a reminder: this adds pilots to the game, which are a way to augment your gameplay style over time. Pilots serve as a record of your history (for the duration of their life) and as a mutator for the games systems in the form of Perks and Wounds. Perks give you powerful positive changes to the games meta, or to weapons, and Wounds, do the exact opposite. Finishing a run gains you a Perk, and getting destroyed in combat gains you a Wound. Get wounded four times and you lose your pilot, and you'll have to start fresh with a new recruit (of your choosing) Think of it a bit like a deck building meta game for Interloper, where each Perk or Wound that the pilot gains changes the game in some major way. This update also revamps the Assault game mode with new armed stations, and includes what should be a pretty significant performance boost for all graphics settings. The next couple updates will focus on quality of life improvements, bug fixes and the like while I begin work on the next major feature of the game. Full Update List: Gameplay Changes Pilots added to the game Track your career via your pilot. Look cool! Addition of Perks. Complete a run to gain access to a perk Addition of Wounds Get destroyed to gain a wound Pilot can take three wounds, a fourth will kill them. Revamped Assault missions to include more interesting stations. Relays (weaponised Commonwealth Jump points) Resource bunkers, the ones we know and love. Battle Stations, Heavily armed and armoured strongpoints. Other changes Performance should be better via optimisation. Extended gameplay should still get warm, but in my testing an iPhone 12 mini only got hot after 5 minutes of gameplay on high graphics with high frame rate. This is always an ongoing job, hopefully one day I'll get there. Lots of little bugfixes along the way.
This is a very late reply but I went searching to see if there was any mention of HOTAS support and just want to add a +1 to hoping you'll do it! I have a Thrustmaster T-Flight Hotas X, which in my experience is pretty popular for less hardcore pilots.
So still no fix for the load out issue? I wish the dev would PLEASE stop working on all there big updates and concentrate on making the load outs work correctly. I like the game but it’s unplayable until the issue is fixed. I’d much rather play a game that works than have all these new things added. It makes no sense to keep adding to a game that is broken. The hours and hours you spend on big new updates would be better spent finding the crippling bug.
hey please dm me some details on this one, as I’ve mentioned before I can’t replicate it, so I can’t fix it.