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#Website Announcements 2019

#Website Announcements 2019
Order is bottom (oldest) to top (newest).
------
#---# Va'Tal Warning #---#
Observers in Naos report that the otherwise passive Va'tal ships, until now easy prey for captains greedy for plunder and easy hunting, have been transforming. With a strange rippling they have transformed to menacing warships bristling with energy.
Across the galaxy transdimensional anomalieshave sprung up and Va'tal ships emerge from them. For now they seem content to merely wait, but in every system where they appear, they emit powerful gravitational dark matter pulses that repeat every few minutes. The pulse and static disrupts communication and instruments wherever it is broadcast
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It is followed by what appears to be a countdown timer. It appears the coundown will end in a matter of days.

#---# ISW Q4+ Update #---#
Hi everyone,
We’ve been a bit unintentionally quiet of late with our upcoming updates/plans, mostly because we’re still working to iron out the more intricate details and overlaps with existing, new and future changes.
With this in mind it seemed about right to devote some time to give you all a high-level idea of what to expect in the forthcoming updates, rest assured more details will follow (as we agree them) but remember these plans are liable to change.
Industry is perhaps the biggest change to come and will act as a springboard for considerable future expansion, we are planning to reshuffle the existing building/planetary systems to add additional purpose and passive elements to the game,
These are looking likely to include:
Building
  • We are currently investigating a more centralised building management approach allowing you to manage your empire from the safety of your cosy starbase... but not without peril (see below).
  • Introduce new buildings to support the production of items, enable research and later perhaps even ships!
  • Introduce a time-based building model with more feedback allowing for both more casual and more involved play types as well as to provide some interesting balancing opportunities (we may un-nerf guns).
Automation
  • I did say not without peril, we will be looking to add automation in the form of NPC shuttles, transports and other aids that will provide both a benefit but also an opportunity for pirates and other opportunistic individuals.
  • Queues and overviews to allow you to plan your next big expansion to happen whilst you’re safely tucked up in bed… or work… (I know which I’d rather).
Items
  • Currently minerals == credits, we would like to shuffle that up a bit by introducing ship parts, modules, components and potentially consumables over time. (ongoing)
  • Market, trade, … monies? Yes with items there comes a need to barter, so a market place will likely start to co-exist offering more opportunity (good and bad) for those inclined to seek it.
Production
  • To add items, first they need to be produced, currently consumables are theoretically limitless. This is set to change, items will need to be produced, discovered or acquired in some way… buildings will be created to allow the production of items over time.
  • Basic items for ships/other items may be fairly common but as things progress so too will your need to build/expand your production needs.
Mineral Reshuffle
  • The current structure of race specific minerals is primarily tied to a closed market where mineral == cr, instead we will likely be reshuffling minerals to better suit their new purposes.
Research Capabilities
  • To be entrusted to put together a hyperdrive you had first better have a grasp of physics or who knows what could happen, thus we will be endeavouring to add research capabilities.
  • These may take the form of unlocks or granted bonuses and may be associated to other elements like Missions/Causality.
Missions/Causality
  • NPC invasions is an exciting feature that we are looking to expand, currently its somewhat toned down to avoid too drastic a reshuffle of the status quo, this will change and NPCs will start to become more of a threat as/when we determine a good criteria set for them that is more Causality based as opposed to random.
  • Random events, Whooo… We would like to add some more interesting events, some of which “may or may not exist” and “may or may not” have gone “unnoticed” so far.. we have quite a few interesting ideas for these so keep your eyes peeled as these won’t be announced as we do other features.
Ships
  • Specialisms, as part of an ongoing theme with ships we are looking at upgrades and other changes for ships, the EXP system is set to stay but that is not to say we aren’t exploring further upgrade options to bolster what we have… no we won’t be adding pink ship skins..
  • Salvage, if we add items to make ships it also makes sense to be able to recover something from the hulk of the ship you just destroyed, in addition this will provide options for missions/discoveries.
  • Opportunity, we are at last exploring options that fit in with a “reason” or “value” to add piracy/boarding, as part of some upcoming changes we have a few ideas so this might see a return.
  • Arena, It is set to return along with leaderboards and other “mine is bigger than yours” comparisons… let’s however keep it in line with the rules!
General
  • UI/UX improvements have been going on for a short while in an endeavour to make the game easier to digest, this will hopefully continue to try and make the game more interactive. We have a few plans but are open to ideas.
  • Chat Improvements, the new chat window is a step in the direction we should have done some time ago, this will hopefully continue with @ and # options, private chats, emoji’s and some other nice to haves in the future to hopefully make it much easier to keep everyone cantered in the game
  • Trade/TransfeFriends list, these features have been left aside for a while but will also be seeing a return in line with the other changes.
Hopefully as you will no doubt see, our list is long but leading in a direction to provide some interesting and new avenues to explore. We are as ever excited and always tinkering away with the big picture to take the game to the next phase.

#---# Alpha Developer Midyear Update #---#
Hi Everyone,
Spring and Summer are always difficult and busy times, so Dr.Strange and I wanted to give you all an update on the status of the Alpha and our ongoing efforts toward the game.
Over the last quarter we focused on implementing critical game functionality, making major under-the-hood improvements to make the game run smoother, rounding out the designs for all the core game systems, and planning the future state.
At its core ISW is, as I called it, a “Multiplayer Online Persistent Real-time 4X Strategy Game”. That definition lies at the core of our strategic plans for the game and informs all of our decisions.
Past/Recent Work: Starbase and Orbital Structures: We have completed work on this and we feel it adds a major addition to the way the faction expansion game plays and feels. Look for more additions as time goes on.
Tutorial and Tooltips: We have been working on a tutorial and tooltips that will make the new player entry to the game more fluid and intuitive so we can build the multiplayer aspect in the future. A multiplayer game without players feels pretty empty.
NPC Behavior: A significant undertaking, we've implemented and will continue improving NPC behavior to make the galaxy feel alive. Random path NPCs are so 2004, we want them to feel like a threat and real enemies in the game.
Changes from the Previous Roadmap Security and Pirates: Neither Dr.Strange nor I was particularly happy with our ideas for Security or Piracy, given the lack of rewards for stealing a ship and absent economic incentives. For the time being we will be holding off on this until we design and implement a Major Release that implements this properly. Security may be removed from the skill list, or at least blocked from skilling up for the foreseeable future.
Government: as there are currently only two factions, and that will remain for the time being, we are holding off on implementing the full government designs in favor of other work. Most of the work is done, and can be completed when the time is right.
Future Work: PVE Objectives, Quests, Invasions: NPC behavior was the first major hurdle to these and we’ve added the basics to the game. As part of the tutorial we will also be adding Objectives and Quests. Completing those two projects sets us up to pursue additional mechanics that will provide meaningful and rewarding activities to pursue in game. Objectives will be static things akin to achievements and daily challenges that will reward players for completing particular tasks. (e.g. “Kill 50 Solar Worms – 500xp 1000cr” -> “Kill 100 Solar Worms – 1000xp 2500cr” or “Destroy a Starbase – 10000xp”. Quests will be more story and progressive. Invasions will be periodic major events that will grant rewards.
Economy, Building, Materials: We are examining a revamp of the Mineral system. It’s not really engaging or interesting from a crafting or building perspective, and having every faction with separate required materials we think doesn’t encourage conflict or cooperation in the way we’d like. Look for more info on this as the quarter progresses, but we’re looking at rare materials and rewards from objective/quests, drops from enemies, and exploration.
We seriously appreciate your involvement in testing and feedback on our decisions. Keep providing us with your experiences and ideas! Thanks, The Doctors

#---# ISW Q2+ Update #---#
It’s been little over a month since our Q2+ Roadmap update and a lot of updates have silently as well as publicly trickled their way into the game for you to enjoy, so far:
We’re pleased to say starbase functionality is now complete and live, with factions now being able to commission builders, deploy outposts and add upgrades. Each upgrade increasing the upkeep of the base whilst also adding to its capabilities. Everything from weapons through disruptors to upgrade outposts into potent fully fledged starbases!
Screens are also thankfully planned for factions to manage the upkeep once enabled, enjoy the grace period whilst it lasts, your starbases will soon mature to require chr.<
We’ve had time to make a number of nagging UI improvements:
  • Tabs have been enabled on the tactical screen, these currently include scanners, engineering, chat and crew, finally doing away with the chat widget and consolidating a few actions for future updates.
  • Planets now have a slight background colour to make them easier to see on the tactical screens.
  • Aggressing ships will now pulse to help you visually identify them without being fully reliant on the chat.

https://preview.redd.it/0weaubzre7841.png?width=640&format=png&auto=webp&s=9021965c3f0419287442ab8a65014296579c92ef
Ships:
Transport class ships have been added to Matrix and Brood and will be added to other faction ships as well. These will have 10k cargo
QOL:
vast number of under the bonnet updates have been made to boost performance further and help us with future updates, with more comprehensive monitoring to give us better insight into any issues as they arise (always a bonus).
Direction:
We’re still moving forward with our Q2 roadmap although a few priorities may change shortly with the focus shifting to rounding the game. This direction shift will likely explore what is outstanding or holding us back from a V1 release, hopefully enabling us to start building the new player experience, missions and or other objectives. More on this in a future post.
Yours, The Dr's
#ISW Q2+ Roadmap
ISW Community,
Dr. Strange and I have been hard at work setting up the next phase of features to the game. Most of these are beyond the initial design phase, and will enter the build phase in roughly the order below. In the build phase Dr.Strange and I further tighten up mechanics and fill any gaps. The design documents are high level and subject to change if something doesn’t quite feel right.
Throughout this, we will ask you to test the new mechanics for bugs, exploits, broken parts, etc. I will be balancing ships and tweaking numbers to align with our intentions.
Starbase/Orbital Structures: Underway
These are at the core of a solid system defense. They provide utility and defense for all faction players. They are commissioned and controlled by the faction, can be upgraded, and cost the faction a daily upkeep cost to keep online.
Link to Orbital Design Doc
Security and Planetary Invasions: Ready to Build
Security has been in the back of our minds since the beginning, as the last skill to receive functionality. This project includes multiple functions for the security skill: Attacking, boarding, and capturing ships, planetary assaults, a new troops attribute for all ships, and Garrison buildings for players to build. Armor and AP will be included in this feature update, but will be inaccessible until the Equipment Update.
Link to Planetary Design Doc
Building: Partially Built/Ready to Build
Our initial design for Building 2.0 was constrained by architecture and underwent a few re-designs. The first pass you have been playing with is more of a Building 1.5 - this fully implements the designs we had for building, putting the freedom in your hands to do with your space as you will.
Link to Building Design Doc
Government: Partially Built/Ready to Build
We implemented a stripped down single-type version of Government when we went live. This update features all four of the types of original government and their initial factions, special motions for different government types, the ability to overthrow and reform governments and much more.
Link to Government Design Doc
Inventory/Equipment: In Design In design currently
This update will introduce player inventory in which upgrades and equipment can be stored. These will include the majority of the original items from ISW. Skill Upgrades, Weapons, Armor, Tools and more. It may include Ship Upgrade Items as well.
Exploration: In Design
I am beginning design expanding the exploration features of ISW. This update will change how planets are assigned and interact with minerals, especially higher ranks. It will likely introduce transferring minerals, and potentially more advanced economic ships. It will introduce Explorer-Class ships, multi-use general purpose ships designed to train, mine, and survey planets. Survey mechanics, which will unearth caches of rare minerals, special equipment, and rare discoveries, which may include Rare Ship Upgrades.

#---# Hotmail/Outlook Issues #---#
For those alreadying playing you can ignore this update, for anyone having issues using a hotmail/out look account and being unable to login please join us in discord and let us know!
It's a known/reported issue with our mail provider and should be resolved in the near future
Click here for Discord
Yours, The Dr’s
submitted by LuzPT to InterstellarWar

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