Archive for September, 2014
Posted by Chris McElligott Park on September 29th, 2014
Version 1.601 is refinement on a number of fronts. Perhaps my favorite improvement is one that was suggested by jaxxa and which lets us see both the Basic and Detailed Info tabs at the same time on the solar map on screens that are 1440px or wider. This cuts down on a lot of clicking […]
Posted by Chris McElligott Park on September 26th, 2014
Version 1.600 is gargantuan, and aptly named. This addresses a lot of the longest-standing balance/clarity requests for the base game… all at one time! This was kind of an all-or-nothing proposition, and it took a bit longer than I expected. Still, it’s done now, and I’m super proud of how it turned out. Science Revisions […]
Posted by Chris McElligott Park on September 23rd, 2014
Version 1.502 is out, and brings a ton of refinement to the new expansion based on player feedback. Actually, there are some very good things for the base game, too. Chief among those is that now the trade routes are vastly clearer in terms of why they can’t happen at a given time, and the […]
Posted by Chris McElligott Park on September 22nd, 2014
Well, the new steam storefront is very interesting, and I think it’s a breath of fresh air. For a lot of reasons. It gives a lot more power to recommendations and peers and even news outlets. This new curators thing is going to be awesome, I’ve wanted them to add something like this for years. […]
Posted by Chris McElligott Park on September 22nd, 2014
Betrayal Mode lets you completely reverse the usual game flow, working as a full planetary power trying to destroy your foes, not unite them. Invasion Mode sees you working with the other races to survive slaughter by a grave new threat. Plus new ships, abilities, music, and more! Beta Launching Today On Steam And Our […]
Posted by Chris McElligott Park on September 19th, 2014
Version 1.042 is out, and it really does a lot of interesting things. The biggest thing you will notice is that the speed of all the shots you fire is now doubled, making them far faster than enemy shots are. This makes it easier to hit enemy ships that are running away or doing fast […]
Posted by Chris McElligott Park on September 18th, 2014
Bear with me, because this is going to sound strange. First, let’s get the premise out of the way: naming games is hard, and it’s also incredibly important. Why is it so important? Well, take the following screenshot of Steam: Unless you have banner rotation featuring, this is ALL people see of your game. Even […]
Posted by Chris McElligott Park on September 17th, 2014
This one includes drastically increases the graphical performance for the game. It also has a few bugfixes, and two new conducts: Shorter Campaign and Random Exos. Enjoy! Click here for the official forum discussion about this release.
Posted by Chris McElligott Park on September 16th, 2014
This one is the culmination of a couple of weeks of no-joke improvements to performance. Not only is the underlying timing for frames completely rewritten and improved, but the all-new sprite batching for our engine’s render pipeline is now in place, too. Just what does this mean to you, as a player? Well, even on […]
Posted by Chris McElligott Park on September 16th, 2014
Version 1.039 is out, and boy is the graphics performance just through the roof on this one. This release really comprises a series of releases from the last week, a lot of which were minor internal things relating to the upcoming expansion for the game (which should hopefully launch into a public beta on Monday, […]
Posted by Chris McElligott Park on September 16th, 2014
The really big update in the current version of The Last Federation is anew sprite batching system — and this is something that is going to be making its way into our other games soon, too. This is a performance improvement that I have been putting off since 2010, and arguably since 2002. I first […]
Posted by Chris McElligott Park on September 4th, 2014
Well, holy #$#$%. I am honestly humbled — pun not intended — by this one. Check this out: This RPS bundle is a career milestone for me. Several, really. First of all, the recognition that Rock, Paper Shotgun has bestowed on AI War: Fleet Command not once but many times is something that still amazes […]