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Release Notes 0.0.995a

Posted by dunkelza , 15 October 2015 · 2,474 views

Release Notes 0.0.995a

We are opening up the "Alpha" test environment running Pre-Alpha build 995a.
This test is open to backers whose package rewards include Proving Grounds, Alpha, and BETA access and to members of The Underground.
If you need to get the installer, CLICK HERE for instructions.
This test is public and we are happy if people want to share on Twitch and YouTube. In the event that something is running poorly or breaks while you're streaming, please let your viewers know that this is an early Pre-Alpha that you are playtesting. It is NOT the final retail release.
If you do plan to stream, you may need to run your streaming software as an administrator.

Please note that the Proving Grounds environment is turned off for this test. We will bring it online again next time we need to test new features. Backers with access to the Proving Grounds environment also have access to the Alpha test environment.

 

General Information
Our game manual is a series of forum posts:
http://descendentstu...46-game-manual/
If you have any questions about downloading or playing the game, that's the best place to check for a quick answer.
We recommend voice chatting on the DS Official Unofficial Teamspeak server when playing or looking to set up a game.

 

Bug Reporting
Please report bugs in our bug reporting forum with as much specificity as possible. If you can provide screenshots, that's awesome!
We've also compiled a list of known issues so that you can skip those when reporting bugs.

 

Patch Notes

  • Mouse sensitivity has been reworked again (Player Feedback)
    • You may want to readjust your Sensitivity Factor in "Test Flight".
    • If you are having mouse issues, please make sure that your Mouse axes and sensitivities are NOT inverted and reversed at the same time.
  • Client-side Weapon Prediction is now active, you should see a lot fewer hanging lasers and missiles.
  • Hit indicator have been added to the HUD.
  • Damage taken indicator has been made more visible.
  • Sounds have been adjusted to focus on impacts to your ship.
  • Doors have been tweaked to open with more consistent speeds across door types.
  • More spawn points have been added to Apophis to help prevent spontaneous Wazerphoons.
  • Lava sounds have been added to Mobius.
  • The Mega Missile explosion is now more epic-looking.
  • Powerup pickup color flashes have been removed for adjustment.
  • Some missiles have been made larger so you can see them more easily.
  • Team killing now subtracts points from the killer, but not the team.
  • Keyboard respawn keys have been removed to prevent exploitation.
  • Minor tweaks and bug fixes.
Known Issues
  • Controller customization issues are still being experienced by some users.
    • Control customization needs a "reset to defaults" button.
    • Mouse controls were imparting drift on high-DPI mice, we are testing to see if this is fixed.
  • Installer & Launcher need to be run as administrator on Windows.
    • Streaming software may need to run as administrator to capture video.
  • Mac & Linux installer is not always setting correct POSIX permissions on the descent executable, requiring a "chmod +x" shell operation to correct.
  • Uninstalling & reinstalling the launcher may not clear settings.
  • Up/Down Arrow keys are mapped to a volume control and need to be freed up for players to map.
  • Most menus do not work correctly in VR or on gamepad controllers.
  • Players who die right before the end of the match may not see the score screen and may return to the start screen instead.
  • Players who die while in the <ESC> menu may not be able to reopen that menu until the game is restarted.
    • Using "Free Flight" mode to tweak control settings can help to avoid this until it's fixed.
  • Occasionally, in-game scoreboard can get stuck behind the HUD.
  • Players can sometimes still control a ship in the background at the end of a match.
  • Clicking "Drone Bay" on the end of match Score screen can return the player to the level for a brief time.
  • Laser levels 1 & 4 have art, levels 2 & 3 do not have their own bolts yet.
  • Control customization screen can get stuck if player dies while changing settings.
  • Some sounds are audible everywhere and need attenuation.
  • Shield and hull hit sounds and visual effects are not clear enough in many cases.
  • Some placeholder sound effects were accidentally replaced with a different set of placeholder sounds.
  • Matchmaking sometimes puts players into matches that are about to end.
  • Matchmaking sometimes creates lopsided matches.
  • Teams can become unbalanced if a player drops and rejoins the game before their player state is purged.
  • Team scores are negatively impacted by player departure.
  • Selecting your ship on death in VR requires a bit of work due to the way 3D widgets work - look directly at the ship you intend to fly next and click with the mouse, without moving the mouse itself
  • VR can sometimes stay stuck "on" after match ends, even though player goes back to Drone Bay.
  • The axis configuration menu is somewhat clunky and uses too-technical language (power changes the curvature of the sensitivity curve, factor scales the sensitivity curve)
  • The mid-game and endgame scoreboards do not have separate sections for teams.
  • All servers are currently in the U.S., other locations are planned.
  • Sometimes missiles may register as fired with the server but not appear on client machines.
  • There may be a wait for matches at times. While our alpha player base is much larger than the proving grounds, player play times can vary. Matches won't begin until they have at least 2 players, and will not add players if there are 8 players.
  • In free flight mode, weapons do not continue to fire if the trigger is held down.
  • Trichording is not working for some reason... DRILLSEY!
  • Collisions are more sticky than they are supposed to be, sometimes causing ships to catch on smooth surfaces.
Thank you for all your help!
We'll see you in the mines!
-Dunk




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Invitation to 0.0.902a

Posted by dunkelza , 08 October 2015 · 5,405 views

Invitation to 0.0.902a

Thank you Alpha backers for your support!
We need your help to stress-test our servers...
...so we are happy to welcome backers with Alpha access in their rewards to help playtest our Pre-Alpha!
We are opening up the "Alpha" test environment running Pre-Alpha build 902a.
This test is open to backers whose package rewards include Proving Grounds or Alpha access and to members of The Underground.
This test is public and we are happy if people want to share on Twitch and YouTube. In the event that something is running poorly or breaks while you're streaming, please let your viewers know that this is an early Pre-Alpha that you are playtesting. It is NOT the final retail release.
If you do plan to stream, you may need to run your streaming software as an administrator.

Please note that the Proving Grounds environment is turned off for this test. We will bring it online again next time we need to test new features. Backers with access to the Proving Grounds environment also have access to the Alpha test environment.

 

Planned Tests
We are planning to conduct intense tests of our server infrastructure on Friday, Oct. 9 right after Wingman's Hangar (about 11:30am CDT) and again at 5:00pm CDT (UTC-5). Watch our Twitter and Facebook page for announcements of other tests. Please be aware that there is a higher likelihood of server-related issues during these tests as we are trying to see if the game breaks our server.

 

General Information
We've now broken out the game manual into a series of forum posts:
http://descendentstu...46-game-manual/
If you have any questions about downloading or playing the game, that's the best place to check for a quick answer.
We recommend voice chatting on the DS Official Unofficial Teamspeak server when playing or looking to set up a game.

 

Bug Reporting
Please report bugs in our bug reporting forum with as much specificity as possible. If you can provide screenshots, that's awesome!
We've also compiled a list of known issues so that you can skip those when reporting bugs.

 

Patch Notes

  • Mouse sensitivity has been tweaked to work better with high DPI mice- please readjust your Sensitivity Factor. (Player Feedback)
  • The "Free Flight" button now launches Valor in single-user mode to allow for safe control tweaking. (Player Feedback)
  • Laser shot speeds have been increased to improve accuracy. (Player Feedback)
  • Shield and Energy powerups now spawn less frequently. (Player Feedback)
  • Weapon upgrades now increase in number as players join a match. (Player Feedback)
  • "Black Screen of Death" should now be dead. (Player Feedback)
  • Matchmaking queue now reports your status. (Player Feedback)
  • Sound settings are now in the options menu. (Player Feedback)
  • Return to Drone Bay should be working again after Drillsey broke it.
  • Mining Lasers should open doors again.
  • Mobius Capture-the-Core is in the rotation.
  • Respawn screen should no longer break the options menu.
  • Graphics options should now save.
  • Vulcan tracers are now showing up properly.
  • Options menus should now be the same in all locations.
  • Mining laser no longer continues playing sound/using energy when you release the tool use control.
  • Minor tweaks and bug fixes.
Known Issues
  • Client-side weapon prediction is not implemented:
    • Weapon shots occasionally still hang in mid-air or are invisible during heavy lag.
    • Weapons fire is sometimes delayed in firing.
  • Controller customization issues are being experienced by some users.
    • Do not remove all of the control mappings in a category!
    • Control customization needs a "reset to defaults" button.
    • Mouse controls were imparting drift on high-DPI mice.
  • Installer & Launcher need to be run as administrator on Windows.
    • Streaming software may need to run as administrator to capture video.
  • Mac & Linux installer is not always setting correct POSIX permissions on the descent executable, requiring a "chmod -x" shell operation to correct.
  • Most menus do not work correctly in VR or on gamepad controllers.
  • Players who die right before the end of the match may not see the score screen and may return to the start screen instead.
  • Players who die while in the <ESC> menu may not be able to reopen that menu until the game is restarted.
    • Using "Free Flight" mode to tweak control settings can help to avoid this until it's fixed.
  • Occasionally, in-game scoreboard can get stuck behind the HUD.
  • Sometimes the respawn screen disappears without spawning a new ship.
    • Pressing <Y>, <U>, <I>, or <Shift+X> on the keyboard will still spawn a ship if this happens.
  • Players can sometimes still control a ship in the background at the end of a match.
  • Clicking "Drone Bay" on the end of match Score screen can return the player to the level for a brief time.
  • Laser levels 1 & 4 have art, levels 2 & 3 do not have their own bolts yet.
  • Control customization screen can get stuck if player dies while changing settings.
  • Some sounds are audible everywhere and need attenuation.
  • Shield and hull hit sounds and visual effects are not clear enough in many cases.
  • Some placeholder sound effects were accidentally replaced with a different set of placeholder sounds.
  • Matchmaking sometimes puts players into matches that are about to end.
  • Matchmaking sometimes creates lopsided matches.
  • Teams can become unbalanced if a player drops and rejoins the game before their player state is purged.
  • Team scores are negatively impacted by player departure.
  • Selecting your ship on death in VR requires a bit of work due to the way 3D widgets work - look directly at the ship you intend to fly next and click with the mouse, without moving the mouse itself
  • The axis configuration menu is somewhat clunky and uses too-technical language (power changes the curvature of the sensitivity curve, factor scales the sensitivity curve)
  • The mid-game and endgame scoreboards do not have separate sections for teams.
  • All servers are currently in the U.S., other locations are planned.
  • There may be a wait for matches at times. While our alpha player base is much larger than the proving grounds, player play times can vary. Matches won't begin until they have at least 2 players, and will not add players if there are 8 players.
  • Anisotrophic Filtering sometimes reverts to 16X.
Thank you again for being awesome!
Now get in the mines!
-Dunk







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