DerekPaxton

DerekPaxton

Joined Member # 633504
208 Posts 831 Replies 2,851 Reputation

*** RELEASED 09/18/2019 *** Features Added a DeleteGameplayTimer script function for modders that want to use a gameplay timer in their Mission and clean it up when they are done. Balance Updated Rul to make it slightly easier. Reduced the Heart of the Phoenix shields slightly. Improved Destructor targeting. Improved Nullifier targeting. Pulse Cannon

0 Replies 10,805 Views

Siege of Centauri comes out on September 12th. It's less than a week away! I know we have all been playing for a while, and I genuinely appreciate everyone who joined us for the beta, and especially those that provided feedback. All that goes into making sure it is the best possible game next week. So what does the development team spend our last week doing? You can see the full list of things we are working on for release day here: <a href="https://forums.stardoc

0 Replies 44,345 Views

***RELEASED 9/12/19*** Features Added beacons to the entrances at the start of each map so you know where the enemies are going to come from. Added voice over to all missions. Added the ability to upvote missions in the Workshop. Orbitals now have hotkeys when in WASD keyboard layout mode. Added the Volery Mission. Take the war to the enemy in the final mission of Siege of Centuari. Balance Decreased

0 Replies 12,104 Views

[quote who="FoxURA" reply="2" id="3759054"] The two new towers are both grayed out and cannot be selected. [/quote] To unlock the Nova Tower you have to beat Rul. To unlock the Mortar tower you have to beat Caluck.

3 Replies 9,517 Views

Yeah, we tried having objectives give you more equip points. And we tried having objectives give you score and score unlocked things. Both were to complex. We don't want player to feel like they have to get objectives, they are for gold staring levels, but aren't required to continue playing at a reasonable difficulty. In other words I want to be able to balance without assuming that you have all the objectives met. Besides, tying objectives to in game perks means that the best player

3 Replies 17,649 Views

If you go into the Equip screen you should be able to select the towers you would like to use.

3 Replies 9,517 Views

EMP is an orbital ability and is never replaced. You can go to the equip screen (there is an equip button before each mission) and select the towers you would like to use. It is up to you if you want to have both the Corrosion and the Mortar tower available for a mission.

1 Replies 8,479 Views

*** RELEASED 9/3/2019 *** Note: Updates may break saves (but not campaign progress) Mission changes Dule: Removed the no outpost damage objective Dule: Added a new objective for never beneath 100 metal Gaol: Removed the objective for upgrading your colony Gaol: Added a new objective for using EMP twice Malden: Removed the objective for not allowing the Clutch to damage you

0 Replies 3,892 Views

[quote who="Gauntlet03" reply="2" id="3758580"] Overall I think these are good solid changes. What exactly does this mean? "Colony Limit Max Penalty increased from 6 to 10" [/quote] Its the approval penalty you get for having more than the ideal amount of colonies for your government type.

108 Replies 602,314 Views

Hello, We are happy to be releasing GC3 v3.9. We've included community inspired balance changes, made significant improvements to performance, and updated how the zone of control works. We're also launching the "Villians of Star Control" DLC which includes new playable races, traits, and ships. Read below for details. Features <span styl

108 Replies 602,314 Views

[quote who="FPS_DAISUKI" reply="1" id="3758505"] There is now a briefing screen before every mission (v/o is coming). This is good news. I can't wait for add voice actors!! [/quote] Recordings are scheduled for Monday! We have some great actors, I'm looking forward to hearing the characters brought to life and I'm going to try to resist the urge to channel all of the "Whose Line Is It Anyway?" episodes I've watched and start throwing

2 Replies 38,123 Views

We have a great time designing missions for Siege of Centauri. There is a lot of design work to do to get the pacing right. To much and it's overwhelming, to little and it's boring. One of the lessons I have learned is that even though its fun to have a variety of challenges, large maps, multiple entrances, unpredictable movement, etc, it gets overwhelming very quickly. Unpredictable movement in particular can make someone want to drop kick their monitor when they setup defenses and e

1 Replies 35,053 Views

Plutus offers a very defensive position for your colony. Multiple long plateaus provide the perfect place for turrets. But there are multiple locations outside of this defensive ring that you will need to make hard choices about. That Fission Reactor provides valuable energy. There was a Metal Refinery on the map, it was destroyed by the transport dropping scarabs beside it. And an Outpos

0 Replies 1,945 Views

Plutus offers a very defensive position for your colony. Multiple long plateaus provide the perfect place for turrets. But there are multiple locations outside of this defensive ring that you will need to make hard choices about. That Fission Reactor provides valuable energy. There was a Metal Refinery on the map, it was destroyed by the transport dropping scarabs beside it. And an Outpos

0 Replies 50,720 Views

We have a long list of new units, towers, upgrades and missions coming for you. But I wanted to talk about one of my favorite enemies that we have been playing with, the Hive . The Hive is a heavy unit with formidable defenses and shields. But what sets it apart is that it produces flying "Wasp" units that take off and head toward yo

2 Replies 40,432 Views

[quote who="Panu" reply="10" id="3752003"] Quoting SchismNavigator, reply 7 Let us know if you can reproduce it. A lot is still in in flux between versions so it’s important to know if a bug is happening on a current build and how we can recreate it. I managed to reproduce it, but unfort

12 Replies 69,053 Views

I'm not sure what you mean by the 5 upgrades limit. It works as you describe in your first suggestion. For every mission you beat you get an additional upgrade point.

2 Replies 14,218 Views

*** OPT-IN *** This is a small balance patch, most focused on all the new tower upgrades. Railgun damage upgrade now increased the cost of railguns by 50%. Decreased the spread rate of the Corrosion Mortar infection upgrade. Removed the Amplifier's metal interest upgrade. Pulse Cannon stun upgrade chance was increased slightly. Ion Cannon shield damage was increased significantly. Fixed some typos.

1 Replies 11,636 Views

*** RELEASED 06/06/2019 *** Features Equip Screen - Select and customize your towers for each mission. Tower Customization - Over 40 new upgrades for your towers. Add assault drones to your Gravity Wells, increase the range of your favorite tower, upgrade your Corrosion Mort

3 Replies 11,082 Views

*** RELEASED 5/22/2019 *** Features New Mission: Gaol. Gaol is a huge region with low paths building up to the Colony at the top. And it features a new opponent, the Hooded Turbine, a ship that combines a high speed with strong shields. They will try to rush through your defenses to get at your Colony. Added upgrades to the Scavenger Modules. They are cheap and increased the range of the building. Added a bunch of ne

0 Replies 10,757 Views

*** RELEASED 05/16/2019 *** Thank you all for your feedback. We are listening and have made some significant changes to the game based on it. Most notably we redid the entire game progression to be smoother. That requires redoing all the maps so we couldn't release new missions as they wouldn't fit in with the old system. The big change is that we will no longer tie unlocks to score. Instead new towers and orbital abilities will be unlocked by completing

4 Replies 53,356 Views