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Tachyons

It's like FTL but multiplayer :) · By Spektor

Updates

A topic by Spektor created May 18, 2016 Views: 8,357 Replies: 63
Viewing posts 21 to 29 of 29 · Previous page · First page

Which version of the game should I use? My friend and I are very interested, but we don't know which version to use or how to play together

If you want to play on a private server, a0.7 is the way to go. My server (looks like it is currently the only public one) is on a0.5 but a a0.7 server is WIP.

Hi Spektor,

On mob to mob combat, I think WASD would be much better. Can you leave the option to use WASD in the game?

The art looks cool. I am sure you can expand well beyond it eventually though.


Cheers,


Xpali2

Developer

Sadly, no.

New controls fully override the old ones and lot's of other mechanics are adjusted to the new controls.

Developer

Version a0.8 -is out.

Release notes:

  1. Game controls switched from WASD to mouse clicking.
  2. Added Mob combat.
  3. Added Boarding.
  4. Added Hacking systems while boarding.
  5. Added Ship take over.
  6. Added Bots that defend your ship
  7. Added Boarder bots.
  8. Story mode Star map increased to 100x100
  9. Added EMP weapons.
  10. Added new AIs for NPCs and NPC controlled Ships.
  11. Added Sector scanning and Scan triggered events.
  12. Added hazardous sectors (FIRE, EMP, STORM, HULL DAMAGE)
  13. Added music
  14. Lots of story mode bugs fixed.
  15. Lots of code bugs fixed.
  16. Refactored network logic a bit, so it should work faster.
Developer

Version a0.8.5 is out

Release notes:

  1. When a ship has no AI(meaning it's a player ship) and no online players on board, it will auto retaliate when being shot by other ships.
  2. Mob sprites are now also modable for all 5 races(Human, Pirate, Cyborg, Spider, Rogue AI)
  3. Race selection is now available on char creation
  4. Races that are available for players can be configured in the server's player_races.cfg
  5. Different races can have different start locations on the server.
  6. When you spawn it will be on one of your race spawn points, if there are no spawn points configured for your race then you spawn on default start location.
  7. There's now a new event to create spawn points for races.
  8. Ship AI now has a new parameter - crewless. By default it's false, and if it's false then this AI will only work if the ship has crew onboard.(Meanin if you kill off all the crew - the AI stops working and you can safely salvage the ship)
  9. Scanning a sector now also shows if there are any traders
  10. When out of combat your engines/HD charges faster, now it also depends on the % of poer that you allocate to your engines/HD
  11. Cargo hold classes are now configurable in the server's config.cfg
  12. You can now rearange cargo
  13. You can now change weapons order in the weapons control system
  14. After exiting remote shop you the comms page will be auto opened with the same ship selected.
Developer (1 edit)

Version a0.8.6 is out.

Release notes:

  1. Lots of bugs fixed.(Includeing the one in tutorial)
  2. Loading gen ships now support folders
  3. New ship class added Mothership
  4. Multiple event, dialogue and condition changes for modders. For details check the example.xml in dialogues and events.

Thank you (and your artist) for the hardwork and updates! keep up the hard work. <3

Developer

Thanks :)

Developer

As you might know, Tachyon is currently in the process of redesign into an underwater submarine version.

So here are some fresh images of the game's future looks:

(1 edit)

Thank you for the update.
I can't wait to try this underwater version :).

Also, could you tell me if high resolution(1080p+) and fullscreen will be available ? (because it doesn't work with current tachyon version).

Developer

Fullscreen is available in the current version.

Different resolutions will be supported in the later versions.

Thank you for your response.
Fullscreen is not working for me. My desktop screen is only 2560x1440p. The game is launched inside a small not re-sizable window.

Thank you for continuing developing upper resolutions :)
Have a good day.

Developer

Did you enable fullscreen in the settings menu?

Hello Spektor,

Yes I tried to activate in settings menu, nothing happen, so I restarted the game, and the same.

I don't know, maybe because my screen does not have other resolutions available than 2560x1440. And the game tries to "fullscreen" with a lower res.

Does the new version underwater suffers the same problem ? It seems more "polished" than Tachyon on your screenshots.

Can we start the game with resolution parameter/argument in command line ?

Thank you.

Developer

The underwater version is stil a WIP, but in the end it is planned to support other resolutions.

The fullscreen option should have worked for your resolution, not sure why it doesn't do anything - as you say.

I guess there must be a bug in there somewhere. :)

And you can't pass the fullscreen parameter in the command line yet.

But you can set the fullscreen to 1 in the Client\Data\GameData.dat file.

But from what you describe - I don't think it will make any difference.

(1 edit)

Hello Spektor,

Do you have any news about the WIP submarine version launch date or beta availability ?
Also, do you have any info about the next space version release ?

I notice that with two players on current 0.8.6a version, when many items (ships, units, ...) are in the sector, a huge bandwidth is necessary (more than 100KB/s). Then the game is not playable for the distant player. Is there any bandwidth optimization scheduled or possible ?

Again, thank you very much for developing a FTL like game with multiplayer co-op.

Developer

Hi.

About the WIP submarine version:

I'm still working on changing the art stile.

No release date is still set.

About the space version releases:

I just released a new version for the space version. It contained an important bug fix.

No other releases are planned in the near future for the space version.

About the bandwidth optimization - this is the already optimized version that you are describing :D

Developer

Version a0.8.7 - Release notes:

  1. Trailing mode bug fixed(essential for final boss in the story mode).
  2. (For modders) Modify ship event can now rename ships.
  3. (For modders) Sector_ships_present/absent conditions now have the ignore_class field, to ignore certain ship classes

can i ask a question? how do you make a server?

Developer

You just run the server.exe(a miniature window should show up) or the startServerWitchConsole.bat (a console should show up)

And then you can connect to your server by ip.

Server uses ports (by default) 30303 TCP and 30304 UDP

Viewing posts 21 to 29 of 29 · Previous page · First page