Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on March 13, 2010, 02:55:50 PM
-
http://transcendence.kronosaur.com/
Alone at the edge of Human Space, a Viking-class gunship approaches. Mistaking you for a harmless craft, the Viking attacks, but its thin hull is no match for the blast of your slam cannon.
Looting the Viking's wreck, you consider your path. The next system is filled with Slavers and your armor needs repair. Push on towards the Core or backtrack to a safe port?
Domina awaits you at the Galactic Core and with her hangs the fate of the Galaxy. Will her powers be enough to overcome the ancient malevolence known as Oracus? And what role will you play?
Leaving the floating wreck behind, you thrust towards the stargate at the edge of the system. Your journey continues.
Features
Explore dozens of randomly generated star systems. No two games are ever the same.
Fight over a hundred different kinds of enemy ships and stations, each with distinct abilities.
Loot wreckage to obtain more powerful weapons, armor, and shields. Or purchase them at dozens of different friendly stations.
Escort transports for Korolov Shipping, smuggle illegal items for the Black Market, or join the Commonwealth Fleet and fight against the Ares Orthodoxy.
-
Same address, new 1.01 flavor! 8)
* Fixed bug in which not enough memory is allocated to save system. [Thanks to Eric James]
* Fixed a crash when Salvager tries to dock with a destroyed object. [Thanks to namer4]
* Fixed a crash when zoanthrope is killed by its own follower. [Thanks to darksider]
* Added (sysCalcFireSolution).
* Fixed bug in which installing armor at Ringers checked credits instead of rin. [Thanks to Salvagebot 1.0]
* Fixed bug causing "Nil is under attack" message. [Thanks to raelz]
* Fixed a problem in which Kate hates the player if she gates out. [Thanks to Xephyr and Bobby]
* If player saves Antarctica and gates, Antarctica should count as 'escaped'. [Thanks to Shrike]
* 'W' should not select disabled weapons. [Thanks to Manekineko]
* In Heretic, fixed description of manipulators after they're disabled. [Thanks to Shrike]
* #335: If player has disposable launcher, Raisu should give launcher (instead of missiles). [Thanks to Nate879]
* #333: Superfreighter should have piracy-check code. [Thanks to sdw195]
* In Heretic, if Xenophobe ark wreck is destroyed, mission should fail. [Thanks to Ho'okoa]
* Typo: "Have you every..." -> "Have you ever..." [Thanks to Ho'okoa]
-
Rise from your shadowy open-source grave~
v1.1
I am happy to direct you all to the download button for Transcendence 1.1, the latest stable release of our favorite Nethack-meets-Star-Control-space-RPG.
I've spend the time since 1.0 working on two main things in Transcendence: First, I've made dozens of major improvements to the modding system (more on that later), and second, I've developed and deployed the Multiverse, an online system for players to share game epitaphs and rank themselves by high score.
When you play Transcendence 1.1 you are given the option of signing in to the Multiverse. Your free Multiverse account enables you to participate in all the online activities for all Kronosaur Productions games. At the moment this means publishing your game scores to the Multiverse for you to share. (And if you're an Anacreon player you know this also means access to the recently released alpha.)
High Scores & Game Stats
Like other open world games, Transcendence gives you the freedom to achieve your objectives in multiple ways: you can earn money by defending freighters from pirates or you can sell drugs for the Black Market. It's hard to represent those different experiences in a single high-score value, so Transcendence now keeps track of dozens of other statistics, such as the amount of profit made on trade, the number of star systems visited, and number of missions you've completed. All these stats are available during play (just press F2) and are also uploaded to the Multiverse when your game ends. Here is an example.
Escort freighters for Korolov Shipping.
Like Nethack and other roguelikes, this stat system also allows you to challenge yourself by adhering to certain rules of conduct. For example, you might try playing without ever killing a friendly ship. Or you might try playing without the powers of Domina. These kinds of conducts are tracked by the game and included in your stats, so you can compare your game against others. One of the hardest voluntary conducts is to honor permadeath: when you die, you restart the game instead of resurrecting.
Maps & Screens
Transcendence 1.1 has dozens of other improvements, including:
-The game display now adapts itself to different screen resolutions, from 1024×600 netbooks to 1600×1080 multimedia desktops.
-You can complete a mission in St. Katharine's Star to get access to a network map that shows all the star systems that you've visited.
-You can change the key bindings by editing the Settings.xml file.
-Friendly stations now replenish their ammo supply, making it easier to find ammo for that perfect weapon.
These plus many other game balance and usability improvements serve to make Transcendence 1.1 both more accessible and richer than its predecessors.
Mods & the Future
In my opinion, the best thing about Transcendence is the large and growing community of modders who are constantly creating amazing new extensions for the game. I spent a great deal of the 1.1 development cycle adding new capabilities for modders, and I am happy to say that the effort has paid off. One of my favorite new extensions is Playership Drones, which allows you to purchase various types of ship that follow you around. Unlike the autons of the vanilla game, however, Playership Drones allows you to switch to one of the drones and fly it as if it were your ship. Another excellent extension is RPC's Visible Damage. This mod enhances your HUD to show the damage level of all the ships you're fighting. Neither of these mods was possible in 1.0.
Right now the only way to acquire these extensions is to download and install them from Xelerus. In future versions, however, some of these mods will be available on the Multiverse and will automatically be installed by the game when you want them. As I described earlier in the year, I will continue to make it easier to discover and develop mods that enhance the game.
Now that Transcendence 1.1 is out, I am eager to start working on the next version! Until then, please try out this new version and let me know what you think. As always you can post your feedback either on the forums or directly to me at: transcendence@kronosaur.com.
[/quote]
-
Aah, finally! I've waited so long for a new version! ;D
-
v1.2 Beta 1 with the first commercial expansion coming:
This new version is mostly designed to support the upcoming Corporate Command expansion. But I've also made some major balance changes:
1. I removed two star systems in the Outer Realm, since that part of the game seemed a little slow.
2. I rebalanced several ship classes, mostly in the mid-game, since that seemed a little harder.
3. I rebalanced station HP/armor and treasure so it is more proportional.
4. Capital ships (and larger freighters) have more internal hit points, so they survive longer even if you've pierced their armor.
I also made some minor visual changes:
5. Most planets and asteroids have been re-rendered
6. Nebula have been redone
7. Laser, kinetic, and particle beam effects have changed slightly.
8. The new UAS ships (Oromo, Sotho) are included.
And of course, there are likely to be lots of bugs:
9. Creating the game is a lot slower (mostly because of the code creating nebula) but I think I can speed this up.
10. I fixed a couple of crash bugs but also introduced one or two more. I've added debug code to help me catch them.
Lastly, I've made numerous enhancements to modding, but I don't have time this second to describe them all. I will do a follow up post next week.
As always, please post your feedback!
EDIT: A few things I forgot to mention: Turn on the music if you want to hear the latest composition; it's a preview of what the full soundtrack will be like. It's a short piece that plays during the intro.
Also, I've tried to keep it compatible with previous games, but I still strongly recommend you start a new game.
Corporate Command:
Corporate Command, the first paid expansion for Transcendence. This new expansion focuses on the Corporate Hierarchy and includes dozens of new features:
Three new player ship classes, including Makayev's famous Manticore class
New missions for the Corporate Hierarchy, including a few with Kate Morgental
Several new star systems and three new enemy sovereigns
And of course, lots of new armor, weapons, and treasures
http://neurohack.com/kronosaur/CorporateCommandIntro.html
-
Man, I would love to love this game, but I end up getting mired in the targeting system. The AI outguns me so ruthlessly - all I can do is take advantage of their limited range and cheapass them to death. If I could wish a mod into existence, it would make enemies STRONGER and less exploitable, but make them also take imperfect shots once in a damn while - or maybe make their aim relative to the intelligence of their given faction.
-
Something like that may well already exist in the Modding section, as folks have been going to town on that front for awhile now---though with a new version now swimming about they may need to tinker it a bit to get current.
For general gameplay reckonings, even if it is a good many versions behind now, to this day I'm not aware of better, or another really, than Sparcman's LP series from a ways on back:
http://www.youtube.com/playlist?list=PLC25E03612635EC65
-
v1.2 Beta 2
BUGS
* Fixed this crash: ...
* Fixed this crash: ...
* Fixed a savefile corruption bug.
* Fixed a crash when installing an external device.
* Fixed a bug in which stations would install devices of any level.
* Fixed Mule autons so they behave as they did in earlier versions.
* Autons no longer lose all their cargo if recalled.
* Autons cannot be recalled if they do not fit in cargo hold.
* Fixed bug with speed enhancements
API VERSION 15
* objGetProperty and itmGetProperty also accept data fields as properties (just for consistency).
* Added concept of "character classes" to begin distinguishing Pilgrim class from other potential classes: NOTE that this is just setting up for later. There is still only one character class, but I'm setting things up to add more. Right now there is a single type (unidPilgrimClass) which you may use to test. For example, a station may give different text depending on the character class. Use (objGetProperty gPlayerShip 'characterClass) to figure out the character class of the player.
* Added "plain" style to <Flare> effect to have a constant flare (used in some missile graphics).
* Added animateOpacity="fade" parameter to <Ray> to fade the effect.
* Added lifetime= parameter to <Ray>
* Added xformRotation= parameter to <Ray> to rotate the effect by a given number of degrees.
MULTIVERSE
* Added checks/timeouts for invalid passwords. If you fail to enter the correct password 5 times in a row, you will need to wait 1 hour before trying again. This is to help prevent dictionary attacks on the server.
* Added debug output for Multiverse connection problems.
* Added autoIncludeForCompatibility= parameter on extensions. This will allow us to create a compatibility library for old images.
* Added Settings.xml option to disable downloading extensions from Multiverse (noCollectionDownload)
VISUAL EFFECTS
* Changed some blast weapon graphics (e.g., slam cannon, etc.)
Thanks for all your bug reports! Keep them coming!
-
v1.2 Beta 3
This is mostly a bug fix release:
1. Fixed a bug with FleetAI wingmen not stopping their attack.
2. Fixed a bug with disabled enhancers
3. Fixed a bug with all those CSC Americas
4. Added some more debug output for connectivity problems.
Some modding changes:
4. Added 'parallax property to objects (can be set with objSetProperty)
5. Added 'rotation property to objects (can be set with objSetProperty)
6. Added sysCreateEnvironment to create nebula
7. Added weaponUNID field in gData for <GetParameters>
Some gama balance changes:
8. Analyzers only show items capable of analysis.
9. Attack on Point Juno does not happen until player docks (and Point Juno has nav beacons so players know about it).
10. Point Juno has more hit points.
This build will be required for those playing succession.
-
v1.2 Beta 4
This is mostly a bug fix release, but it does have a few interesting game-play changes:
1. Stations are now identified when they come into LRS range (previously they had to be on the viewscreen). This allows you to explore in Map view.
2. I've fixed the bug which allowed devices to be enhanced beyond 150%. There is now a new parameter, maxHPBonus=, which is settable for armor, weapons, and shields, to set the max possible enhancement per weapon. If the parameter is omitted, the default is 150%. [This will allow us to create, e.g., very powerful weapons whose trade-off is that they cannot be enhanced. I might want to add this to Lamplighter and increase its current damage.]
3. For ships with internal damage, I've decreased the number of armor segments. This will make them slightly easier to destroy. I've also added internal damage to ships that previously lacked it, including CSCs and some freighters.
4. In the Antarctica mission, I've decreased the number of Aquilas sent out. It seemed almost impossible with 6 Aquilas all with internal structure.
5. Added Break & Attack for autons.
6. I've re-implemented Tinker stations. Check them out and let me know what you think.
Beta 4 has the following bug fixes:
7. Fixed a bug with connecting to the Multiverse. If you had trouble before, please try this version.
8. Fixed the bug with Charon strongholds being in the inner system.
9. Fixed several crash bugs
10. Fixed a bug with Analyzers messing up the item list.
11. Auton bay cannot be used if not installed.
12. Fixed a data corruption bug
13. Fixed a crash bug while loading/creating a game.
14. Fixed the bug with gates to Elysium being created.
15. Fixed a bug with stargates not pointing towards the core. [This was actually a bug with sysGetTopologyDistance, which was inaccurately computing the shortest distance between two nodes in a graph.]
16. Fixed a bug in which beams could not be a target
17. Implemented (neq ...) as a short-cut for (not (eq ...))
18. Fixed seededRandom
19. Sovereign now inherit relationships from base classes (if any).
20. Lastly, I've added (lossless) compression to TDB files. Note that this means that older versions of the game (pre Beta 4) will not be able to load subsequent TDBs. I will soon update Corporate Command to the new TDB format and at that point it will not longer load with older betas. You will have to upgrade to continue using it. [Compression helps with Wolfy's TSB, particularly, which shrinks down from 250MB down to 22.]
This is likely to be the last beta before release. I'd like to hear about critical bugs and major game-balance issues. The next release, probably in a couple of weeks, will be the first Release Candidate for 1.2.
Thanks all for your feedback and bug reports!
-
v1.2 RC 1
If all goes well, this will be the last engine that you will have to manually download. I've added code to automatically detect and download new versions (as long as you are signed in to the Multiverse).
Additional fixes:
1. The engine downloads news from the Multiverse. Currently there is a placeholder item about Corporate Command (press Escape if you don't want to wait for it to dismiss).
2. Fixed various bugs in handling large files. This should fix Wolfy's problems with TSB's tdb files.
3. Added a method for displaying attributes in the item list. For example, items now display their manufacturer (Makayev, Rasiermesser, etc.) This is helpful for combo items that operate on specific manufacturers (e.g., Freyr's swivel). Look at the code in CorporateHierarchy.xml to define your own labels (see <DisplayAttributes>).
4. Added a new parameter to objCanInstallItem and shpCanInstallArmor. Also added <CanInstallItem> event to ships.
5. The engine now opens files with sharing flags; this should prevent various errors when running Dropbox or virus scanners.
6. Fixed the bug with maxHPBonus being ignored under certain conditions.
7. Fixed micronukes so they are consistently 1d12 damage.
8. Fixed a game crash when ships with no devices are hit by disruptor/device damage.
We're very close to a final 1.2 release now! Please post about any killer bugs and I'll fix them before release.
Thanks, as always!
-
v1.2 RC 2
A new version is ready and will automatically download the next time you run Transcendence (provided you're running RC 1). You may manually download from the usual place
NOTE: In RC 1, unfortunately, the download task blocks other tasks, so you probably won't be able to load or start a new game until the download is complete. I've fixed this in RC 2 (the download will not interfere with other Transcendence tasks). You can avoid this by upgrading manually (or not signing in).
RC 2 is mostly a bug fix release:
1. Unknown items do not get visual attributes.
2. Special tinker items should no longer available at Corporate Trading Post.
3. Player autotargetting takes swivel into account when choosing targets.
4. Added setting to disable auto downloads (<Option name="noAutoUpdate" value="true"/> in Settings.xml)
5. Adjusted background color of new display attributes.
6. Multiple laser collimators should not confer enhancement. See: viewtopic.php?f=30&t=6112
7. Fixed bug with enhancements. See: viewtopic.php?f=30&t=6103
8. Fixed mining. See: viewtopic.php?p=55107&f=2#p55107
9. Fixed bug in which Ferians don't attack the player. See: viewtopic.php?f=30&t=6110
10. Intro does not show virtual objects
11. Aux weapons now inside shields. viewtopic.php?f=30&t=6122
12. Fixed epitaph when best ship destroyed is friendly. See: viewtopic.php?p=55221&f=30#p55221
13. sysVector... functions now deal with negative angles.
14. Downloading upgrade no longer interferes with loading/creating games.
Please let me know how the auto upgrade goes.
This should be the last RC. The next build will be a final 1.2, so please report any last minute critical bugs as soon as possible. Thanks for all your bug reports--we've caught a bunch of good bugs this time.
-
v1.2
1.2 and Corporate Command have been released to production!
If you run any of the RCs, it will automatically update to 1.2. Otherwise, you can download the new release at http://kronosaur.com/downloads/Transcendence.zip
Corporate Command cost $3, but see my next announcement for a giveaway!
I'm so happy to have reached this milestone and I want to thank everyone who contributed so much! I truly appreciate everyone's bug reports and help in getting the release out. Thank you all!
This release fixes the crashes that people were having and the Taikon bug that we discussed [It doesn't yet allow Point Juno or the CSC Terra to install the Lamplighter, but that will come in a subsequent update.]
In addition, I've also started to redesign the main web site. Only a few pages have been redone, but you can get an idea now at the homepage:
http://transcendence.kronosaur.com/
-
v1.3 beta
Transcendence 1.3 is designed to support the new soundtrack being created by Michael Tangent, but I've also added several changes to make the game more approachable and more polished.
UI
The biggest change to the UI is that the game now fills up the whole screen. I was resistant at first to make this change, but you all convinced me that I was wrong. Plus the game looks great now on a large monitor.
The map UI uses a subtle perspective projection.
Stations (and capital ships) show a damage bar underneath (even if you don't have a targeting computer).
The auto-target for omni and swivel weapons is indicated, even if you don't have a targeting computer.
Improved thermo weapon effects.
Improved missile exhaust effects.
Improved main thruster effects.
I added a maneuvering thruster effect to player ships. I'm not sure if I like it, so please give me feedback (positive or negative).
The game no longer tries to auto-replace a device if you've reached the device limit.
Game Balance
Dvalin's rewards are slightly easier to get; and the Ion9 has been increased in power a little bit.
Range of the Moskva 11 has been doubled.
Hardened armor and meteorsteel are now immune to blinding.
Makayev armor is slightly more common.
Corporate Command 1.1
If you install Transcendence 1.3 Beta 1 and if you have Corporate Command, you will automatically download Corporate Command 1.1 Beta 1. The new release has the following changes:
The Constellation class now starts with light plasteel plate, a 300D auton, and all standard autons are identified. Also, the auton bay can no longer be removed.
The Freyr class swivel is now 30 degrees.
The Manticore class starts with light Novaya armor (which is immune to radiation); the built-in armor repairer now works better on the Novaya series of armor.
Added 4 new Rasiermesser weapon.
Added a series of Novaya armor for the Manticore class.
The first chimera mission is a little easier.
Fixed a bug in which the mission to kill an outlaw freighter was sometimes unwinnable.
Flipped the Tau Ceti stargate branch to the other side, for compatibility with The Stars Beyond.
API Version 20
This version introduces a new method for overriding types. Beta 1 supports a <ShipClassOverride> element. This element is similar to <ShipClass> but you specify the UNID of an existing ship class. <ShipClassOverride> allows you to override a select set of parameters. Right now it supports overriding <StaticData>, <GlobalData>, <Language>, <Events>, <Image>, and <PlayerSettings>.
The game now supports more than 40 rotation frames. Moreover, I've decoupled maneuverability from rotation frames, which means that you will be able to change one without affecting the other. Look at the new <Maneuver> element in the player ships.
I've added a new <Effects> element to define thruster effects for ships. This supports all the usual effect types. (Though it does not yet support effects that cause damage).
Added <ParticleJet> as a new effect type. It is similar to <ParticleCloud> but support parameterization (like <Ray>).
Added a <CanInstallItem> event for ships.
Added a <GetArmorRegen> event for repairer device classes.
Added a property to set a ship's comms key.
Bug Fixes
Fixed a bug in which the targeting of swivel weapons (like on the Freyr) chose targets outside the swivel range.
Fixed the problem with some Militia missions not being recognized as completed.
Fixed the endless loop trying to find Huaramarca.
Fixed a bad message from Tinkers.
Fixed bug with lanthanum glass (and other items) using the wrong image.
-
v1.3 beta 2
Besides fixing lots of bugs, this beta introduces 120-frame counts for all player ships.
Game Balance & UI
All player ships use 120 rotation frames.
Unregistered game stats are uploaded to the Multiverse.
Maneuvering thruster effects removed (but can be added back with showManeuverEffects option in Settings.xml).
Adjusted rotation rate for player ships. Wolfen and Sapphire have a slightly slower turn rate to increase precision.
Autons no longer retreat when their shields are down. This prevents them from flying off in the middle of battle (but it might reduce their lifespan).
All large ships in Corporate Command now use 120 rotation frames.
API Version 21
Added <WeaponDisplay> element to <PlayerSettings> to allow you to replace the targeting display image.
Added noImmobileHits, noImmutableHits, noShipHits, noStationHits, and noWorldHits to control the kinds of objects that projectiles hit.
Added noArticle parameter to <ItemType>.
Added startAt= to <Armor> definitions, to deal with ships like the Manticore, which don't straddle angle 0.
Prior to 1.3 Beta 2, only stations with the "populated" attribute counted for score. In Beta 2, you may also use the "score" attribute to make a station count towards the score.
Bug Fixes
Fixed a crash painting SRS.
Fixed errors connecting to Multiverse.
Handle overflowing inputs properly.
Fixed AI problems dealing with >20 rotation frames.
Fixed bug with invokeLetterKeys option.
Fixed reactor display mask (thanks to PM).
Fixed a problem when rotationCount is set in image and old-style maneuverability is used.
Fixed bad painting of targeted object.
Fixed bug with auton bay repairing carbide carapace.
Luminous assemblers and pteravores now show up in stats.
Fixed a bug in which mission stations (like Cyclops Lab) appeared multiple times in the same system.
Fixed a bug with object criteria in which t selector interfered with m selector.
Fixed a http://forums.kronosaur.com/viewtopic.php?f=20&t=6274problem installed weapons on autons. Prior to Beta 2 basic autons (like 1M battle auton) did not have device or reactor limits. Adding limits fixed the problem.
Fixed a bug in which player ship sometimes did not draw on top of other ships.
New Corporate Cruiser
In Beta 2 I've remodelled the iconic Corporate Cruiser. The original was great, but I wanted to add a little more detail, particularly for hero shots. Moreover, the windows on the original were too big for a ship that size (275 meters).
I kept the clean, rounded lines typical of Rasiermesser designs (in contrast to Makayev ships). But I wanted to make it imposing and massive, like a cross between Moby Dick and an Airbus 380.
Credits
New to the credits this release:
AssumedPseudonym
EditorRUS
Ultimate Chicken
Watch TV, Do Nothing
Thanks to all!
-
v1.3 proper 8)
Kronosaur Productions is proud to announce the release of Transcendence 1.3, the latest and greatest version of the venerable game of space combat and exploration.
New Orchestral Score
Composed and recorded by long-time collaborator, Michael Tangent, the new soundtrack features over 40 minutes of original music. Every track evokes the grandeur and complexity of the Transcendence Universe, from the peaceful environs of Saint Katharine's Star, to the frenetic maneuvers of space combat.
The new soundtrack is available for free to all players. Download it now from the Multiverse catalog.
Improved Maneuverability
Transcendence 1.3 improves the maneuverability of all player ship by tripling the number of rotation frames (to 120) and by simulating rotational acceleration. These improvements give your ship precise aiming without sacrificing rotation speed.
Large Screen Support
Version 1.3 supports the latest high-definition screens. The main viewscreen now extends to the edge of the screen, giving you the widest possible view of your surroundings.
Improved Effects
Transcendence 1.3 features beautiful new thruster effects, re-designed weapon effects, and critical sound effects.
Introducing Benedict
In Eridani you meet Benedict, a loyal servant of the Sisters of Domina, who helps you develop the skills you need for your journey to the Core. But when Penitents attack a freighter on a mysterious mission, it's up to you to defend it until it can reach safety.
This short introductory mission sets up a new storyline, to be completed in the next release, that will take you all the way to Heretic, and reveal the secrets of the Penitent Order.
-
v1.5 Beta 1
I'm happy to announce the immediate availability of Transcendence 1.5 Beta 1!
This version of the core engine is designed to support the upcoming Eternity Port expansion, but it also has many improvements for the core game, particularly for modders.
Dock Services Screen
Transcendence 1.5 features a set of completely reworked dock services screen. As you can see from the picture above, armor and devices are visually represented (instead of being shown in list).
More importantly, the new screens allow the player to buy and install upgrades from the station in one step. This will make it easier for new players to figure out how to upgrade their ship.
There are three dock services screen, one for armor & shields, one for weapons, and one for miscellaneous devices.
Modding Considerations
There is a new attribute, dockServicesScreen=, for the <PlayerSettings> element that specifies the dock services screen to use for a particular player ship class.
For API version 23 and above, this defaults to the new screens (&dsRPGDockServices; = 0x00010029). For previous API versions, we default to the old set of screen (&dsRPGDockServicesCompatible; = 0x0001002A).
If you wish your player ship extension to use the new dock screens, simply switch to API version 23. If you wish to stick with the old screens (but want to use API 23) then use the dockServicesScreen= attribute to point to the old screen.
And, of course, if you wish you can create your own set of screens and point to them.
Note that in both cases we rely on stations having a <Trade> element to define the devices and armor they install. (See Commonwealth.xml for an example.)
XML Manipulation & Override
Another major feature in 1.5 is the ability to modify the XML for a given type. This is a feature based on suggestions from this forum thread.
The basic recipe looks like this:
In the root element of your extension (<TranscendenceExtension>), add usesXML="true". This tells the engine that you need the XML for all the types to be kept around for you.
In <OnGlobalTypesInit>, you may use a new function, typGetXML to get the XML for a type that you wish to override.
There are new functions that manipulate the XML returned by typGetXML. For example, you can set attributes or add elements.
Once you've manipulated the XML, you may call typCreate to dynamically create a new type or override an existing type.
XML Manipulation Functions
There are several new functions that allow you to manipulate the XML returned by typGetXML:
Warnings & Precautions
This functionality gives you a powerful new way to override the core XML, but it requires thought and finesse to implement properly. Here are a few warnings and precautions:
Do not make too many assumptions about how core types might change in the future. For example, imagine you add a new action to the Ship Status screen. A future version might deprecate the entire screen.
Do not make assumptions about the XML, because it might change from version to version. Whenever possible, check the current XML before making changes. For example, you might search the XML for the Ship Configuration action instead of assuming that it is the first action.
Do not assume that you are the only extension making changes. Whenever you make a change, ask yourself, "what if someone else is doing this too?" For example, if you changing the price of all weapons, make a change relative to the current price. Instead of hard-coding a new price value, add 10% or 50% or whatever to the current price.
Consider other ways to override before resorting to this method. For example, you can override ship images with the <ShipClassOverride> element. Using that technique is more likely to be compatible than changing the XML directly. [In general, my goal is to provide built-in override methods for the most common cases.]
NOTE: In 1.5 Beta 1 there is currently a bug in which registered extensions do not properly register the useXML flag when they are first downloaded. To work around this, close and restart Transcendence (after the extension has been downloaded).
Other Modding Enhancements
1.5 Beta 1 has the following additional modding enhancements and changes for API version 23:
Added <Orb> effect. This is a parameterized effect used for painting suns. Here is an example.
Added 'dockingPortCount and 'openDockingPortCount to objGetProperty.
Added 'level property to objGetProperty.
Added 'cyberDefenseLevel property.
'category property returns 'beam' for beams.
Added shipConstructionEnabled and shipReinforcementEnabled properties.
Added 'orbit to objSetProperty
Added 'interiorHP and maxInteriorHP properties to ships.
Default fireRateAdj for <StationType> is 40 instead of 80 (API <23 still defaults to 80).
Added optional combination of <Ships> and <Reinforcements> for stations.
cyberDefenseLevel defaults to ship level.
Wreck chance defaults to some value as a function of ship mass.
Missile definitions may be part of the missile item.
disarm= attribute for OverlayType.
paralyze= attribute for OverlayType.
spin= attribute for OverlayType.
drag= attribute for OverlayType.
<Counter> element for OverlayType (implemented "progress" and "radius").
Allow dice range in <Offset> directive
Added (sysCreateLookup)
gravityRadius= parameter on stars
Added gData param to typTranslate and objTranslate
Added LocationCriteriaTable to item tables.
Added ability to suppress enable/disable device message.
Added <Controls> to dock screen panes
Added (scrSetControlValue)
id= attrib for <StaticData> and others (to match <Language>).
Added (scrTranslate)
Added (scrSetDescTranslate)
Added dockServicesScreen= to <PlayerSettings>
Added <LocationCriteriaTable> for station images.
regen= replaces repairRate for <StationType> (hp repaired per 180 ticks)
shipRegen= replaces shipRepairRate for <StationType>
Added +launchedBy:{unid} special attribute for items
sysCreateStation takes an optional event handler arg.
Added (typHasEvent)
Damage cannot be negative (clips to 0).
Added rotationColumns= to images
Added 'holdAndAttack order.
Added 'noTargetsOfOpportunity AI setting.
Enhancements & Bug Fixes
New star effects
Ships with multiple primary weapons use damage type adjustment of target to figure out which weapon to use.
Cannot enable/disable devices if paralyzed.
Pteravores can be removed at docking services.
Fixed grid painting for double-stars
Fixed crash bug with <Particles>
Fixed bug with Anton (and others) flying in the wrong direction.
Fixed bug with dsLoot.
-
v1.5 Eternity Port 8) $6
The indie epic space adventure Transcendence just got bigger.
San Mateo, CA – November 20, 2014 – Today, Kronosaur Productions announces the release of Eternity Port, the latest official expansion for the indie epic game Transcendence.
As a mercenary with a fast ship and the skills to fly it, you earn a living running dangerous missions for any sovereign who will hire you. But now, a digital hyperintelligence threatens the entirety of Human Space. Only by joining forces with the reclusive cyber-citizens of Eternity Port can you hope to contain Luminous.
Indie epic Transcendence is a single-player, real-time game of space combat and exploration, set in a vast galaxy teeming with clashing empires, expansionist AIs, fearsome xenophobes, and mysterious hyperintelligences.
Game developer George Moromisato states, “Eternity Port shows you parts of the Transcendence Universe that you’ve never seen before: the crowded stations of Sol, the asteroid realm of Kibo, and the multiple suns of the Centauri system.”
Eternity Port includes these new features:
Play as a CDM mercenary:
In this new adventure you play a CDM mercenary: a pilot hired by the virtual denizens of Eternity Port. Paired with an onboard AI, you ultimately gain powers in both the physical and virtual worlds. Hack into enemy ships to disable them, or just blast them with nukes. The choice is yours.
Three new player ship classes:
Choose the UAS Hercules if you want a freighter built for combat. With six armor segments and eight multipurpose device slots, this hulk will keep you safe through the most dangerous territories.
If have the skills to fly it, the Raijin-class gunship will dogfight with the best of them. Light, fast, and deadly: this is space supremacy at its best.
Of course, sometimes it pays to stay flexible. The Avery Astronautics Spartan is a multirole gunship that can handle any situation. You can upgrade it with heavy weapons or outfit it for freighter duty—whatever the mission demands.
New systems:
For the first time, you explore the area of the galaxy near our sun, Sol. Visit the metropolis of the Corporate Hierarchy in the Centauri system or the massive UAS Shipyards at Kibo. Then, visit the planets and asteroids of Sol, torn in competition among the Four Powers of Earth.
New music:
Eternity Port includes brand-new, original music from composer and long-time collaborator Michael Tangent. Like the game itself, the Eternity Port score builds on and expands the existing Transcendence experience.
About Transcendence
Transcendence is a single-player, PC-based, role-playing game of space-combat and exploration.
The space-operatic theme and realtime combat were inspired by Star Control II, while other game mechanics in Transcendence were inspired by Nethack. Most of the star systems in the game are procedurally generated and part of the appeal of the game is adapting to the circumstances created by the random-number generator. Some items are unknown to the player, and their effects on the ship, good or ill, are only discovered after using them. In addition, the game encourages (but does not require) playing with permadeath.
Transcendence has a passionate community of players, mostly drawn to the game's sophisticated and powerful modding system. Anyone can create an extension for the game by editing basic XML files. More advanced modders may use TLisp, a Lisp-derived scripting language, to create more complex and varied extensions. There are hundreds of extensions available on the user-run site, Xelerus.
-
v1.6 Beta #1
http://multiverse.kronosaur.com/news.hexm?id=1364 Nice progression pictures!
Transcendence 1.6 Beta 1 is now ready for download!
This version implements the most significant graphical upgrade in the history of the game. Over the last few years I've concentrated on building up the infrastructure (e.g., the Multiverse) and creating more content (Corporate Command and Eternity Port).
Now, as development begins on Part II, I've decided to upgrade the graphics engine, and I'm very happy with the results:
Graphics
The most obvious changes are the new space backgrounds: wispy nebulae and starry scenes floating behind the stations of a star system. Volumetric shadows convey depth and make asteroid fields a visual pleasure to fly through.
Several images, including stargates and Commonwealth metropolises, have been updated with more complex designs and better textures. This work is not quite done in Beta 1, and I expect to create more images for the final release, including a re-rendered Arcology in St. Katharine's Star.
Under the covers, the engine has been updated to render at 24-bit color (upgraded from the previous 16-bit color). The increased dynamic range was necessary to render the subtle shades of space backgrounds, but it will also reduce the banding previously visible in glow effects and star shine.
Lastly, because some of these new effects are processor-intensive, I've added a graphics quality option to Settings.xml (graphicsQuality). There are currently four setting implemented:
maximum: This turns on all visual effects.
standard: This will turn off the most processor-intensive effects without degrading the visual quality too much. This setting is recommended for any machine with less than four processor cores.
minimum: For all those netbooks out there, which Transcendence supports, this setting turns off all optional visual effects (leaving only those required to play the game).
auto: The default setting is auto, which does a quick performance test at launch time and sets the graphics level to one of the three settings above.
More
Concurrent with this release, I've also updated both Corporate Command and Eternity Port. Corporate Command finally implements the new dock services screens. And Eternity Port adds 6 new missions to the early game (though no new Atlas missions yet). If you own either these they will download automatically after you run 1.6.
Because of the extensive nature of engine changes, I expect there to be many new bugs. If you notice something, particularly in graphics or in graphics performance, please file a bug with Ministry (https://ministry.kronosaur.com/program.hexm?id=1) or email me at: transcendence@kronosaur.com.
-
v1.7 Alpha 1
Welcome to the first alpha release of Transcendence 1.7. In the 2015 Annual Report I described 1.7 as being focused on gameplay improvements. This alpha release begins those improvements with significant changes to weapons.
Weapon Balance
The diversity of weapons is one of the highlights of Transcendence. There are over a hundred different playable weapons in the core game, and dozens more in the expansions. With 1.7 Alpha 1, we've gone through every core weapon and tweaked their stats to improve game balance. We hope these changes will increase the set of weapons suitable for player use.
We've made the following major changes:
Many weapons have been changed.
More weapons now have WMD, allowing them to damage capital ships and stations.
Missiles and ammo are more common, cheaper, and lighter.
Weapons have been balanced against cost, so more powerful weapons within a level are more expensive.
The damage algorithm no longer has round-off errors for low-damage weapons.
The mix of damage resistance in the Ungoverned Territories has been altered.
Quest weapons such as the Slicer cannon, Qianlong, and Lamplighter have been improved to reward the difficulty involved to obtain them.
Many of these changes have been validated algorithmically, but the ultimate judgement will come from playtesting. Please try out Alpha 1 and let us know what you think. Which weapons are overpowered or underpowered?
Weapon Effects
The graphical improvements introduced in 1.6 have brought Transcendence into the modern era. 1.7 Alpha 1 continues these efforts with improvements to weapon and explosion effects.
Since the beginning, Transcendence has used bitmap explosion graphics (usually rendered in Luminous). While these graphics are high-quality, they cannot be generated at runtime. In Alpha 1 we've introduced procedural explosion graphics which can be altered based on circumstance. For example, the size of a hit effect is now proportional to the amount of damage done.
There are two trade-offs, unfortunately. First, generating the graphics at runtime is expensive. You may notice lag when there are lots of explosions on screen. We'll work to improve this over time with various caching and optimization techniques. The second problem is that we sacrifice some quality to speed up the painting of explosions. Whereas Luminous could take many minutes to render a single explosion, we need to do it in much less than 1/30th of a second.
I hope you'll agree the trade-off is worth it, but as always, I'm happy to hear feedback to the contrary. If you've got any comments or suggestions on this release, please participate by posting on the forums or the Ministry of Records.
-
v1.7 8)
Kronosaur Productions is elated to announce the release of Transcendence 1.7, the best version of our epic-scale indie space opera. This release, in development for over a year, contains major user interface, gameplay, and graphical improvements.
Transcendence 1.7 is a free upgrade available to all. The next time you sign in, the game will automatically download the update. Or if you prefer, you may download it manually here.
Benedict & Fiona
This release completes the Benedict & Fiona storyline started in version 1.3. After Fiona is attacked and injured by Penitents, you'll help Benedict to uncover the mysterious reasons behind the attack. But the trail leads to a secret at the heart of the Sister of Domina, and shifting alliances threaten to leave you with no one left to turn to.
Mouse Support & UI Polish
Transcendence 1.7 now supports turning and thrusting with the mouse as well as keyboard. A built-in command mapping UI lets you easily assign keys and mouse buttons to create your favorite layout.
The stargate network map has been radically improved in this version. In addition to support for panning and scrolling, it now shows a list of major stations encountered at each system. No more need to remember where the nearest Starton is or where you saw that Commonwealth Star Carrier.
The Commodities Exchange interface has also been improved to separate items into categories. You can flip through tabs to see just the devices and armor for sale.
Weapon Balance & Effects
In 1.7 we've analyzed every weapon in the game and rebalanced them to be more playable. Damage, cost, mass, WMD, and other qualities have been altered to give the player more choices, without leaving them over- or under-powered. In addition, quest weapons like the Lamplighter have been buffed to compensate for the difficulty in acquiring them.
Also, this release significantly improves the graphical effects for weapon shots and hits.
New Music Tracks
Michael Tangent has composed four new tracks for this release, including a set of dynamic tracks for the Battle Arena. Now every time you win a match you will be treated to a little victory trill.
In all, these improvements cover the four key areas that I talked about in the 2016 Annual Report: gameplay joy, narrative depth, mechanical richness, and extensibility. All of us at Kronosaur Productions are delighted to be finally shipping this release, and we hope to hear from you about what you'd like to see in the next release, 1.8.