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Patches, PSC Items and Shop Front

09MAY12

   Outer Empires Those of you who have been in game will have noticed the rapid development of several patches over the last week (two have been released - read about them here). They have fixed a load of new items up and added new functionality to the game.

We're currently working on V2.0.2.4 which has already got a LOAD of changes and fixes in it... on top of that it has the new combat system being built into it (reduced lag, easier to use and set up.. and using the new animation system).

We've also released some new PSC items in the shop front (you can get to the shop front in game using the icon or by just going directly to http://accountmanager.outer-empires.com). There are two new hulls and some sensors up for grabs - those who are into exploring and scanning check out Hcout's "Rapier Outfit Guide" for a super scan ship.

Lastly, we're working on bringing the colony scripts fully online - Brandon estimates we'll have everything up and running by the end of the weekend.

Please keep posting up bugs on the Browser Bugs Forum so that we can get through them as quickly as possible.

Thank you for all your support!
The Outer Empires Team
  


V2.0.1.1 Released

01MAY12

   Outer Empires It has been a roller coaster of a month since Brandon and I decided OE would be coming back...

... in that time we've updated a LOT of code, added in new items (which you can read about in the release notes from the link below) and redone the entire animation layer to use HTML5 Canvas elements (using Kinetic.js). The HTML5 rewrite has meant that the code executes a LOT faster especially when animating/flying around the galaxy - eventually it's going to mean we can play on the iPad through Safari (a bit more on that below...)

We're by no way finished in our goals and there is a LOT more coming very shortly (there will be a post in the next week or so to let you all know what else we're going to be bringing to the game over the next month - which includes salvage jobs and jump inhibitors) - first we're going to get combat switched back on fully in the next seven days so you can start mullering each other to your hearts content. Release Notes

Those of you who have tried to play the game on the iPad will notice a message that the game isn't currently available on there - that is because we need to do a few tweaks to the user interface to get things running smoothly. We hope to have that up sometime in June.

Lastly, as this is a beta release we're going to be issuing updates thick and fast, but if you do find anything that is borked, please post up on the forums so we can fix it pronto.

Have fun, and see you in game!

Paul and Brandon
  


Outer Empires is coming back...

APR12

   Outer Empires Brandon and I have already started working on bits and pieces but we took some time last week to draw up a list of items that we will work through before release...

... now the disappointing thing you'll notice from the below is that it's going to be a little bit longer until you get the game... [May 1st] but the good news is that what you get is going to fix most of the major problem items before we go live in just a few weeks.

Please post comments on the forums - and yes, there is a plan for after live... which I'll post up nearer the time. And no, we've not decided on the "to wipe or not" conundrum.

Paul

WC 09APR12
Movement
  • Update movement to fix the way objects are moved on the screen
    This should allow the browser version to work on the ipad natively.
  • Fix the way other ships move when you are moving.
  • Fix Tactical display movement.
    Stop Movement when salvaging
    Stop Movement when already moving


Colonies
  • Stop Movement for 30s after last weapon fired at Colony.
  • Addition of Generation 2 and 3 flat packs.
  • Adjust firing script to use new weapon system on ship.
  • Add in framework for Landing pad and Colony Defense Weapon.
  • Fix the BP read problem in the colony hangar.
  • Fix updater script to not kill workers at random
  • Change over to serving workers meals and drinks every 12 hours.
  • Add framework for terraforming flatpack. [expensive to produce] - - Gen 1 : 2 per day (20 days for full) - - Gen 2 : 3 per day (14 days for full) - -
  • Gen 3 : 4 per day (10 days for full)
  • Research time is increased slightly overall and now includes time based on amount of resources in a product.
  • Fix display of colony size on colony flag to display one size, while colony may actually be bigger (or smaller) which will display once landed at colony.
  • Add self destruct button with confirm pop-up and count-down time (60 seconds to get off planet)
  • Fix dying in colony bug..


WC 16APR12
Combat Changes
  • 10 Seconds
  • 2 Different Groups
  • Start Fire
  • Stop Fire
  • Fix the hull hit point report
  • Ensure proper death when blown to bits.


Support Tool
  • Colony Display Size
  • IWS Refuel
  • Password Changer


Jump Drives
  • Make use 2 per ly fuel
  • 0.1 Research Per Run


BPs
  • Non Researchable or Copyable
  • Limited Run BPs (non copyable/researchable)
  • 10 / 25 / 50 / 100
  • Market Blurb on copy (150 characters)


WC 23APR12
Prep DB
  • Clear Items Out
  • Regenerate BPs
  • Make Stations cost a LOT more resource-wise


Change Start
  • Everyone starts in Cinnhilif


Change Jobs
  • XP
  • Money


Alliance Faction Cap
  • 15


Market Change
  • No tax for market additions
  • Taxed at time of sale
  • Minimal Market Fee to list items (1% of price)
  • Limit the amount that can be put on a station market (10 slots anywhere)
  • Subbed can have a LOT more space (25 per station)
  • #Slots available per station
  • 250 per station (gvmt gets 1000)
  • Can be upgraded later on.
  • Allow sale of goods directly from the cargo bay of a ship.


WC 30APR12 (or the 01MAY12?)
  • Live
  


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