Star Control: Origins V1.1 [ Released 10/25]

Hello,
We have prepared a substantial patch for you. While there's something for everyone, here are some of the highlights:

  • Updated ship components As a rule, early game components are cheaper, whereas late game components are more expensive.  Late game components are generally more effective.  
  • Planet mineral balance We want to reward you for exploring dangerous worlds and less compelled to visit low-value worlds.  
  • Visual improvements We've improved the appearance of the leaders, planet props, and the planets. 
  • Updated Fleet Battles Balance  We've made a fairly substantial improve ship balance in fleet battles.

Important: Due to the scope of these changes, this build may break any local mods that you have.  

Gameplay

  • Added new Flee mechanic.  After winning your first round, you can flee the battle.  However, note that the enemy fleet will be fully healed when you fight them again.
  • Added a new System Scanner component that highlights planets with "interesting" things.  
  • Added mouseover info for planets
  • Added mouseover to the "fleet picker" in Fleet battles for ships in your fleet
  • Adjusted lander physics to feel more weighty
  • Planet mineral balance pass.
  • Ship AI changes:
    • AI makes better use of wormholes
    • Smarter about hunting for wrecks (e.g. powerups)
    • Better at evading
    • Improvements to how the AI interacts with incoming projectiles
    • Improved AI behavior for Tywom turret placement
  • Added new unique weapons: Flank Blasters, Rapid Laser Dual & Gauss Cannon
  • Distributed new weapons among existing alien ships for better combat variety
  • Added new race of minor aliens in the Fang Cluster
  • Added new pheromones aliens encounter
  • Added tough new alien interactions in 4 systems
  • Changed the type of hyperdrive you get from Kzanti in Sirius A so that Star Control accepts it for Colony ships.
  • After meeting Wymdoo on Triton, a beacon now points the player towards the training base
  • Adding some Captain's Logs to the scared Tywom quest giver NPC.
  • Fix for a hitch with the Mukay Ice World prank the Menkmack play on them. All Ice Worlds are despawned when the prank is caught.
  • AI now taunts you in Fleet Battles
  • Moving the planet Vrooms in Alpha Mensae much further into the system to stop some weird behavior when the player tried to land on it and went into hyperspace instead.
  • Moving some planets in Arcturus a little closer to the star, so that players can actually land on them.
  • Reduced cost and increased efficiency of lander components
  • Increased the cost of powerful nuclear missile variants
  • Reduced the selling price of some weapons that can be looted
  • Increased the cost of late-game ship components
  • Earthship energy regen rate increased from 7 to 9.
  • Changed some ships to the human faction to allow healing.
  • Default Lander Crew increased from 5 to 6.
  • Deflector Mark II reduced from 20% to 15%.
  • Reduced cost of overpriced lander components.
  • Reduced the selling price of some of the "random" pick-up weapons.
  • Fixed some ships having too small RU value.
  • Increased cost powerful Nuke variants.
  • Overmind Deflector reduced from 25% to 20%.
  • Slight nerf to stacking deflectors.
  • Planet mineral balance pass. In general, the higher the risk, the higher the reward!
  • Minor balance changes to Norast ship and Battlecruiser since you can now heal them.
  • The game now despawns mercenaries when you hire the Mercenary Captain.
  • Measured/Phamysht/Boscan Transport won't bother the player after winning
  • All ships can now be recrewed from Star Control base
  • Urlon convoys now use the proper ship in combat.

Audio

  • Added new voice for the Freed Trandals
  • Fixed streaming settings for new Scryve music
  • Adding Earthling Cruiser weapon variations
  • Added canister bomb weapon fire variations
  • Added Scryve space exploration 1 song.
  • Added audio event for planetary investigation

Interface

  • Improved remapping of keys and controller inputs
  • MP Lobby no longer shows the wrong Fleet after ending a match
  • Right-clicking on AI button in fleet battles setup now moves backward through the opponent types.
  • Starbase Buy/Sell Panel no longer loses focus sometimes
  • Fix the possibility of users being able to select options whilst "are you sure you want to surrender" prompt is up
  • Resolved issue with pressing B button on controller causing popup dialogs to cancel but not call any button functions!

Graphics

  • Improved some planet buildings and props that weren't set in the ground properly
  • Improved appearance for many planet props
  • Updated visuals for the bug and worm critters
  • Optimized shaders to increase perf. on planets
  • Added a configurable frame limiter in the settings file
  • Fixed some very pixelated Red Stars in hyperspace
  • Updated the Xraki, Greegrox, Trandal and Jeff leader screens visuals
  • General animation polish/fixes for the Menkmack and  Mercenary Captain
  • Added animation to the Trandal leader background
  • Added a bigger explosion when you defeat the final boss
  • Compressed planet models textures to save space on disk (and small perf. bonus to boot!)
  • Slight performance improvements to stamps.

Foreign Languages

  • Added Commander voice over for German, Russian and Chinese languages.
  • Updated galaxy object names for non-English to improve translation and better match quests.
  • Added translations for Portuguese-Brazil and Spanish (Spain).
  • Updated translations for German, Russian and Simplified Chinese with lots of fixes/corrections.

 

Bugs

  • In fleet battles, the enemy purple engine trail now matches the player trail's in length and size
  • Fleet battles now have space backgrounds in hyperspace
  • Pulsar weapon now has a description
  • Fixed some transports not giving the right RU bounty when destroyed
  • All misc salvageable ships now use the human pilot animation in combat
  • Using the Observer cloak ability in MP will no longer cause the ship parts of the affected ship to sometimes have very bad transforms
  • Ship acceleration indicator on inventory and starbase screens now use correct value rather
  • Fixing some incorrect popup descriptions for Engine rewards
  • Autonav to a starbase will not drain your fuel while you're there
  • The Tywom will now properly deduct any superfluids from the player.
  • Tywom Fuel Rescue guy will no constantly respawn further away when you enter combat (coward!)
  • If your Vindicator is full, collecting an item no longer deletes it permanently
  • The "sell conventionals" button is no longer disabled if you didn't have a common resource in your cargo.
  • Fix for the alien who can't be ignored in Alpha Mus.
  • Fixing an incongruous movie for a building on Iota Aspis B II.
  • Fix escape when using surrender from escape menu in Fleet battle (campaign) causing the game to unpause.
  • Fix for various bugs with strange Measured obelisks quests
  • Modified marketplace to deal with an issue where you could lose fuel by selecting the same component in the list.
  • If your main ship mysteriously disappears, we'll give you a new one
  • Urlon ships no longer look huge in hyperspace
  • Deleting a ship design will now correctly select the first design in the list afterward.
  • Ships are no longer stuck on the edge of the Arcturus system.
  • Maelnir trader in Arcturus is no longer stuck inside the star.
  • You can longer get stuck running out of fuel during the final fight
  • Fix for incorrect Game Over a few days later if you stop the Xraki from destroying Earth after they arrive.
  • Removed collision from trees and small rocks because hitting trees wasn't fun
  • Fixed a controller hang issue when dismissing auto nav dialogs quickly.
  • Adjusted Controller UI dead zone value  as it was overly sensitive.
  • Fixed difficulty checking boxes in gameplay tab of options
  • Fixes issue with acceleration and recharge being identical in Melee config screen
  • Fixes various problems with interacting with a planet after interacting with a ship
  • Fixed floating rocks on Beta Wendigo I
  • Fixed bad placement of village on Wastear in the Lacaille 8760 system."

Fleet Battles Balance changes 

Tywom

Despite being the first ship players get access to in the Adventure Mode, it’s incredibly powerful and one of the best. The incredibly rapid fire rate of the main gun made it too good at bursting enemy ships down. In particular, the Spawn Turret mechanic could be quite exploitative and anti-fun by encouraging the player to avoid the enemy spawning turrets and never engaging directly. These changes will make the Tywom play more actively and make it feel like more of a starter ship.

  • Tywom Bolt cooldown increased from 1.5 to 2.25
  • Turret duration reduced from 30 to 15
  • Max turrets reduced from 5 to 3
  • Points reduced from 12 to 10

 

Greegrox Swarm

The Greegrox was far too difficult to hit with projectiles due to the tiny Collision box combined with instant direction changing. These changes will make the Greegrox easier to hit.

  • Collision box increased from 0.25 to 0.30
  • Acceleration reduced from 18 to 12
  • Points reduced from 12 to 10

 

Measured Response

The Measured Response could be very frustrating to play against due to the permanent slows and difficulty to hit due to high acceleration, small hitbox and instant direction changes. It will be easier to hit and its weapons are getting toned down to justify its 7 points cost.

  • Red Tape now only temporarily slows instead of permanent slows
  • Acceleration reduced from 20 to 14
  • Invitation damage reduced from 10 to 8

 

Terran Cruiser

The Earthling Cruiser was too fragile and too clunky to control. These changes will make the Terran Cruiser stronger and more fun to play

  • Health increased from 19 to 24
  • Turn rate increased from 75 to 85

 

Lexite Interceptor

The Lexite Interceptor was far too strong to justify its low 9 point cost.

  • Points increased from 9 to 11

 

Trandals Frigate

The raw power of the Trandal Weapon was too much, especially when combined with its massive mobility allowing it to flank enemy ships or pickup all the salvage easily.

  • Laser Ribbon Bola damage per second reduced from 150 to 110

 

Scryve Probe

Like the Tywom Bolt, the Scout Shot was able to burst targets down far too quickly despite also having the dangerous self-destruct.

  • Scout Shot damage reduced from 6 to 5
  • Scout shot cooldown increased from 1.5 to 2.25

This is intended to also affect other ships using Scout Shot.

Drenkend Carrier

The Drenkend Carrier was too strong to justify 12 points. The De-energizer Bolt could be quite exploitative due to it’s rapid-fire and low energy cost, which could permanent chain stun targets.

  • Points increased from 12 to 16
  • De-energizer Bolt energy cost increased from 5 to 10
  • De-energizer bolt cooldown increased from 0.4 to 0.8

 

Xraki Devourer

The Xraki Devourer was too strong at 12 points. The long range and massive energy pool encouraged the ship to avoid the enemy and fly away poking long range black holes, which also were deadly at close range. Lowering the range of the Black Hole projectile will force the Xraki ship to approach the enemy more.

  • Points increased from 12 to 14
  • Energy cost reduced from 100 to 85
  • Black hole duration reduced from 5 to 2.5

 

Menkmack Negotiator

The Menkmack Negotiator was too weak for 12 points.

  • Points cost reduced from 12 to 10

 

Phamyst Consumer

Invitation was far too spammable at only 10 energy as it practically had no drain on the Phamyst, given the huge range and lack of required aiming it was too powerful.

  • Invitation Energy cost increased from 10 to 20

 

Kzanti Intimidator

The Kzanti ship was frustrating to verse as it was overly nimble and able to knock the enemy away with Repulsor. It will now be slightly less agile and not be able to spam Repulsor on top of planting mines. Especially important as this was one of the first ships the player would encounter in the Adventure Mode.

  • Points cost reduced from 13 to 11
  • Repulsor energy cost increased from 5 to 10
  • Max speed reduced from 6.5 to 6
  • Acceleration reduced from 6.75 to 6
172,605 views 16 replies
Reply #1 Top

Not sure if you fixed this as part of the Arcturus fix, but the Maelnari trading ship is stuck in the star and is inaccessible.

Reply #2 Top

Quoting Starkillr, reply 1

Not sure if you fixed this as part of the Arcturus fix, but the Maelnari trading ship is stuck in the star and is inaccessible.

I think so.  I'll double check with our designer

Reply #4 Top

Quoting hetman, reply 3

Looks awesome. Is there any rough timelines on when we might expect this to be out? :)

Is "soon" too rough?  :)  We're waiting on QA to make sure there are no obvious showstoppers.  Once it's clear, we'll put it up.  

Reply #5 Top

Can't wait, looks like a great list of fixes.  I'm on my first play and 'worried' that I might be near the end, looking forward to this patch as a excuse to play it again on harder difficulty!

Loving this game so much, stardock.  Well done!

Reply #6 Top

"soon" is "now" :)

 

Reply #7 Top

Not that I didn't like the original Trandals voice actor, but I do like the differentiation between the Overmind and the Free Trandals, and the new voice actor does a good job.  The animated background is also good.

Reply #8 Top

Optin updated.  See original post for details (oh so many changes!). 

Reply #9 Top

1.1 is now live!  Enjoy.

Reply #10 Top

How do mods in general affect save games?  Can I take my post game completion save, turn on some mods, and go adventuring?  Does that bake the mod configuration into sequential saves I make?  I am trying to get a general feel for how/when I should use mods.  

Reply #11 Top

Quoting Razor, reply 10

How do mods in general affect save games?  Can I take my post game completion save, turn on some mods, and go adventuring?  Does that bake the mod configuration into sequential saves I make?  I am trying to get a general feel for how/when I should use mods.  

Yes, you can apply mods to an existing save game.   If you disable the mod, the changes will go away.  So if you remove a mod that had doubles the value of minerals, they will return to the original value. 

Save games do remember what mods were enabled when you saved it and will warn you if you try to load it after disabling a mod.  

Reply #12 Top

Thank you for the patches, this game is now playable on my machine!  It really is a pity that this was not the 1.0 patch (and as written earlier, I think many of the bugs should have been identified and addressed prior to 1.0), but despite all the issues with the communities, I really like this new universe start.  Depending on the legal situation, I really, really hope to see more from the multiverse and not let this be another dead end.

Reply #13 Top

Quoting lord999, reply 12

Thank you for the patches, this game is now playable on my machine!  It really is a pity that this was not the 1.0 patch (and as written earlier, I think many of the bugs should have been identified and addressed prior to 1.0), but despite all the issues with the communities, I really like this new universe start.  Depending on the legal situation, I really, really hope to see more from the multiverse and not let this be another dead end.

 

It defnitely has made us appreciate the value of early access (which sco didn't have).

 

Reply #14 Top

Ksyle,

I could not resist and decided to tell about the noticed flaws and bugs in the game, as well as ask some clarifying questions.

 

 Plot errors

  • When I was playing the game for the second time, I already knew about System A Satori in advance, and so, without even meeting with the Shamyksts, I flew into that system, broke the fleet of Skryves that hindered me (if the base ship is well pumped, it is not difficult) on the appropriate system and easily activated the portal by the code “which the Shamyksts gave me” ... WAT !? But I have not met them! 
  • After the victory over the Xraki (portal explosion), the commander of the star control offers us to fly around the allies, ask them .. well, ok, we flew. The dialogue with the measured ones has especially fallen into the soul. In my opinion, it is necessary to completely reconsider what they can say and what certainly is not worth talking to all races after defeating Xraki, not only measured.

 

 Soundtrack

After the victory over the Xraki (the explosion of the portal), and maybe earlier, in some systems of the supermind Alpha, the Delta Corps (perhaps others, did not check everything), there is no soundtrack at all.

 

Map

  • Could you fix the map in the game so that it is similar to SC2? In other words, that the names of the races were not somewhere below and it is not at all clear who is who, but the name of the race was right inside the area they occupy. This fix will be very useful for new players who have not yet played. 
  • Example:SCII starmap
  • Probably it still makes sense to select free trandalls on the map, as it was at one time in SC2 with the insurgent yerhats?

 

Subject questions

In the Delta of Lynx there is a ship of luminous angels, who asked us to find the “clavis aurea” - I flew around the entire constellation of lynx, including the system of lvvoren, which also had luminous angels. I saved a radiant angel from the surface of the planet. I don’t remember which system, but I didn’t find this “clavis aurea”. Where is he and what is it at all, a bug?

 

Questions about the configuration of the fleet and the lead ship

The game has so-called weapon boosters, reflectors, boosters and energy storage devices. They are divided into two types: one for the fleet, the other for the base ship. Here is the question - do modifiers for the fleet include the base ship itself or not?

 

 Difficulty in the game

At the highest complexity of the game, in my opinion, the final battles with scrives, xraki (including the portal) are easily traversed by one basic ship. The ship Mu-Keyan does cheat at all in battle with the defensive drones of the base stations. Maybe it is worth complicating the final battle? Remembering the battle of SC2 with samatra, while getting to the core, almost the entire fleet via MMRNMHRM was destroyed.

 

P.S. Thank you for having more or less brought optimization to the game, especially on volcanic planets, because it used to be terribly lagging, now it's better.

P.P.S. Special thanks for the soundtrack.

 

 The game took place on this configuration:

Intel Core i5-3470 3.2GHz; Gigabyte 1060GTX 6144Mb OC (416.34); Crucial 8x2 = 16Gb DDR - III 14900; ASUS P8Z77-V LE PLUS; WD 1Tb SATA-II (game is here) + 120Gb Samsung 850 EVO SATA-III (os is here); Windows 7 Ultimate SP1 x64; SC:O 1.02-1.10

 

 And the last.

SC:O main menu

Are you seriously? “Мультивселенной”??

I think you wanted to say “Мультивселенная” or “Метавселенная”, but not as “Мультивселенной”. I speak to you as a Russian speaker.

Metaverse = метавселенная

Multiverse = мультивселенная

Reply #15 Top

I've picked up a bug with game build v1.10.54010 which was reported on the Steam technical support page, but I'll repeat the important details here because it seems to be more active! (Feel free to move threads if necessary)

Beside the "Monitor Deep Starbase" I started a conversation with the Tywom vessel and does not seem to be an exit to the conversation. There are 3 topics and all of them end with asking if there is anything else returning to the same 3 topics. Appears to be an endless loop here.

I can't seem to exit the convo.. I suppose no one knows a way to exit another way without having to kill game and reload a save?

 

Spoiler:
In case it helps the devs, the Tywom Battlecruiser is the vessel containing Urin, the famous Deep Space Tywom Friendship Survey Officer. It is stationary at hyperspace location x 642.3: y 59.6
You ask him about a Pink Lorris/The secret precursor vault/..

Reply #16 Top

Quoting VortexRSA9896, reply 15

I've picked up a bug with game build v1.10.54010 which was reported on the Steam technical support page, but I'll repeat the important details here because it seems to be more active! (Feel free to move threads if necessary)

Beside the "Monitor Deep Starbase" I started a conversation with the Tywom vessel and does not seem to be an exit to the conversation. There are 3 topics and all of them end with asking if there is anything else returning to the same 3 topics. Appears to be an endless loop here.

I can't seem to exit the convo.. I suppose no one knows a way to exit another way without having to kill game and reload a save?

 


Spoiler:
In case it helps the devs, the Tywom Battlecruiser is the vessel containing Urin, the famous Deep Space Tywom Friendship Survey Officer. It is stationary at hyperspace location x 642.3: y 59.6
You ask him about a Pink Lorris/The secret precursor vault/..

 

Can you confirm this is still a bug after the v1.2 patch? Thanks!