Category Archives: gratuitous space battles

A long list of fixes, tweaks and improvements this time for Gratuitous Space Battles 2. Here is the full list:

Version Release 1.38 July
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1) Fixed bug when toggling between fleets in a custom map, where the player fleets icons would not re-load.
2) Fixed bug where ship components that spun are were not composites ignored applied custom textures.
3) Fixed bug where textures may display wrongly in some cases on the ship design screen.
4) Fixed bug where green ship running light did not appear.
5) F2HullMod 8 can now be colored correctly.
6) Zyrtari ship components now ordered correctly.
7) Fixed bug where the game could crash if you beat the first campaign mission when trying to autoload the next one.
8) Point defense beams now oscillate wildly around missiles traveling too fast for them to intercept.
9) Weapons that deliberately do zero damage (like decoys) no longer qualify as least damage done in the post-battle stats.
10) Contrails now correctly drawn even on complex multi-layer fighter & gun ship designs.
11) Ship module comparison window now shows extra data for shield penetration vs resistance.
12) Point Defense weapons now display tracking speed.
13) Missile modules now display missile speed.
14) Balance Change: Frigate/Destroyer Anti-fighter missile Range boosted from 800 to 900.
15) Balance Change: Frigate/Destroyer Anti-fighter missile Damage effectiveness changed to 100% vs Hull, 25% vs Shield.
16) Balance Change: Frigate/Destroyer Anti-fighter missile Firing interval reduced from 2900 to 1500.
17) Fixed text spillover on the messages screen.
18) Added new feature: messages in your inbox now contain a button to jump to the challenge if appropriate.
19) Added new window that shows effectiveness of point defense weapons vs missiles when you select the tracking attribute for one.

The ones in bold are the ones I think really matter. These are things that make the user experience of the game so much smoother. Making comparisons between modules and selecting the right tool for the job just got a lot easier. Since this patch uploaded I’ve been working on a fairly ambitious change to the way shields are drawn, and it looks like it just cannot be done, but its helped me find and fix some other minor graphical glitches as I do it, so hopefully its not time wasted. I may do a long technical blog post about what I was attempting and why it didn’t work at some point.

In the meantime you can grab the game from the link below:

buy_button

In other news Tim is still beavering away on the code for Big Pharma, you can read about the upcoming patch for the game which includes patents and custom games over at his blog here.

 

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*note, only the windows patch is live at the moment, linux & mac updates are in progress.

I just released version .136 of Gratuitous Space Battles 2. The changelog is this…

Version Release 1.36 July
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1) Fixed potential random crash when first starting a battle.
2) Balance Change: An across-the-board 30% boost in the hit-points of all frigate modules.
3) Balance Change: Double the damage of frigate anti-fighter missiles from 9 to 18.
4) Balance Change: 50% boost for the damage from a frigate flak cannon from 5 to 7.5.
5) Balance Change: 50% Boost for the beam power (time it can stay on) for both frigate tractor beam variants.
6) Balance Change: Increased the tractor beam recharge rates for frigates by 25%.
7) Balance Change: Increased the thrust of all frigate engines by 25%.
8) Balance Change: Increased the shield pen of Heavy beam laser for frigates to 15 so it can now do damage to all frigate shields but plasmatic, and also damage light cruiser shields.
9) Balance Change: Increased heavy frigate plasma shield penetration from 19 to 23 so it is also a viable option to damage cruisers with heavy shields.
10) Fixed campaign bug where you could re-deploy already deployed ships.
11) New Feature: You can assign custom textures to any part of a ship, even modded textures, and include them within challenges, using new right-click option.
12) Holding down shift now allows for pixel perfect ship design movement using the arrow keys.

But the most exciting bit is the new ‘custom textures’ feature. Its so exciting I made a video about it. I might one day write a play about it, or compose an opera. For now, here is the video:

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We just rolled out a nice l33t update to Gratuitous Space Battles 2 that fixes a few things, tweaks a few things and also OMG adds a new campaign mode. It meant changing some menu stuff around, but its all explained below in this video. This MASSIVELY changes how you play (if you choose to play the campaign) because you have to be thinking several battles ahead, and suddenly ships are no longer expendable. I hope people like it, and I hope people realize how easy it is to mod (more on that later…)…

For those who have been on another planet…I should point out that Gratuitous Space Battles 2 is very much on sale now from us direct, and also from steam, from gog and the humble store. Go grab a copy and start blowing the galaxy to bits.

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This is a good one…it introduces both custom ship battles / scenario designer, PLUS the option to turn off ship hull levels in the editor…which is cooler than you think… Here is the complete changelist:

Version Release 1.31 May
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1) New custom battle feature, combined with scenario editor for custom challenges now added.
2) Game not longer checks for an achievement incorrectly if the player has not set up an online username.
3) Fixed lack of scrolling support on the mods browser.
4) Fixed crash bug when deleting installed mods.
5) Game no longer attempts to undo splitting a composite in the editor (which would crash…).
6) Fixed Graphical bug that drew large colored areas sometimes if limpets were launched but never drawn on screen.
7) Change to turret rendering to preserve detail colors.
8) Fixed crash bug in German Language version.
9) Removed that beeping sound nobody liked.
10) Added module data to design screen showing limpet weights and seek speeds.
11) Repair and refuel limpets now seek faster
12) Multi-point tractor beam now has less range and takes longer to recharge.
13) New option to disable Limpet GUI circles in battle.
14) Fixed bug when rotating a composite hull item then splitting or saving it.
15) You can now right-click a ship hull to hide it.

And here is a video with me explaining the best changes…

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A fair number of people ask if its possible to have a mode where you set up both sides of a battle in Gratuitous Space Battles 2. Now, veteran players will know that such a mode already exists to an extent, because you can simply post a challenge fleet to yourself, but I agree that is not immediately obvious. It also means that you are stuck with the missions already in the game. (I’m steadily adding more…but even so…). Anyway…

I’ve agreed that both custom scenarios & a ‘deploy both sides’ mode is a good idea, so for the past two days I’ve been working on that. I hope to have a working, but unpolished version by tonight. The current model looks like this:

editor

So this is launched from a new main-menu button, and you get to build a scenario from scratch, or load in a previously saved out one. You can customize everything that makes up a scenario, move planets around, add nebula clouds, change map sizes…it’s all there. Then, the two deploy buttons will let you deploy the player fleet, and then the AI fleet, and from there you can issue a challenge with this custom map, or just enjoy the fireworks.

This should make it into the next patch.

Adding stuff like this is great fun, because once a game is finished, shipped and stable, adding in another mode, or option, or feature is pretty negligible in terms of time compared with the insane effort of actually making the game engine from scratch. As a result I’m quite enjoying adding little features and options as people request them. Obviously it makes for a much better game, and a game people are happier to buy full price, and that all helps.  I’m also pretty keen to get my moneys-worth from the investment of time into the graphics engine, so adding extra features is one way to do that. There are plenty of things I could add, but the one thing everyone wants is a campaign mode.

Thats a BIG undertaking, given how complex I made the galactic conquest mode for GSB1. People would like that to go in again, and I think that might take me forever. Whats more likely is a new sort of campaign, with a series of (possibly branching) missions, with a chance to repair and refuel a fleet in-between. That would be a lot of work too, but not the miniature 4X that the first game’s campaign turned into.

I’m still considering options.

 

BTW if you are a youtuber who wants to do a lets-play of the game, please get in touch. And don’t bother trying to scam me, we all know how to check who people are :D