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Artemis 2.0 progress for 7/16/2013

posted Jul 16, 2013 19:14:53 by ThomRobertson
I'm committing to releasing Version 2.0 for sale at GenCon 2013. Which means 2.0 will be available by August 15, 2013. As you might imagine, I'm gonna be working my tail off to meet that deadline. Here's where I am right now;

UI facelift is complete, accept for some tweaking I need to do to Engineering.

Neutrals and enemies are now really the same thing, differentiated by which side they're on, what hull they are, and what their brain stack looks like. So now, any ship can be your enemy or your friend, depending on the mission.

Science now has a LOT more informative text about ships they scan. Much of that text has game consequences, since NPC ships can have special hull properties, and special captain types.

PVP mode is in, but the trimmings are not in yet (like NPC fleets, and weapon limitations). The results screen is still lame; I'll work on that.

The new Cargo, Luxury, Science, and Transport vessels are in, but they still don't do much that's very interesting. I'm working on it.

NPCs path around dangers, like mines, monsters, and black holes. They should never just wander to their deaths again.

Drones now attack neutrals and bases. Fighters will soon.

"Submarine 3D", with a climbing/diving helm control, is in. Enemies will try to match your depth when they're attacking you.

New skaraan abilities are in:
** tractor beam
** drone launcher
** anti-mine beam weapons
** anti-torp beam weapons
** anti-shield field
Science can see the special abilities.

Better iconography is done.
** top-down outlines of all ships
** show generic icon if enemy is unscanned

Pretty shield indicators on main screen (and other client screens) is done.

There's also a pile of individual bugs and changes that I've been collecting from you all year. I'm about 1/3rd through that pile.
Creator of Artemis
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26 replies
MarkBell said Jul 16, 2013 19:20:26
Woot! New science scan info and elite abilities and side indicators, super excited! Can't wait!
badgeguy said Jul 16, 2013 19:25:56
You are a machine, Thom! I so look forward to this. I do have only one question. Is it possible to add a 25 minute time option to the Invasion Mode (considering that there still is an Invasion Mode)? Thanks.
ThomRobertson said Jul 16, 2013 19:29:40
Invasion Mode is now Solo mode, and still lets you set a time limit. The time limit UI is now much more flexible.
Creator of Artemis
badgeguy said Jul 16, 2013 19:32:04
Yes! Thom, you have just made my next convention so much easier, yet harder (in a great way) at the same time! I can not wait (well, yes I can, but I just don't want to). Thank you.
Captain said Jul 16, 2013 19:33:37
Loving it Thom. Can't wait. That ms for putting in all the work.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
Jonathan said Jul 16, 2013 19:44:02
Will the new iOS version also be available on 8/15, or will there be a lag? And will a 1.70 client be able to connect to a 2.0 server and fully participate? I'm trying to plan a game for late August, and we have some crew members without PCs.
xavierwise.tsn said Jul 16, 2013 21:40:39
Looking forward to this new release. It should open so many more options for us in the RP Community.
DanRobertson said Jul 16, 2013 22:00:41
Woot! Can't wait!
erickrarick said Jul 16, 2013 22:12:04
Good news - have you thought about giving some TSN ships tractor beams as well?

Maybe leave it off ships with smaller engines like the scout vessel, but let the larger ships with power engines have the ability to tractor other ships (but not able to warp).

Say you take out an enemy ship's engines.. you could target them and then tractor them back to a space station to be 'captured'... or you could assist slow transports to get away from singularities. Finally, if playing co-op with another ship, and their engines get taken out, you could help them back to base.

We know that the TSN have the technology as they are used to dock at a station - time to make them more of a game play element?
[Last edited Jul 16, 2013 22:12:43]
BPCleary said Jul 17, 2013 14:28:28
Kickass, looking forward to it. This will be a free update for people who already own the PC and iOS app, right?
Captain said Jul 17, 2013 14:35:03
Read the cost thread.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
RussJudge said Jul 17, 2013 17:27:05
Will there be a change as to how Mods are applied, such as some type of "override" folder or something? I'd like to know if there is and what the specs will be so that I can update Artemis Mod Loader to correspond with the update.

Also, any information concerning specs for the version 2.0 vesselData.xml and artemis.ini would be useful.

Thom, if you'd like to only send me the information privately, you can email me at russjudge <at>


On a side note--I should soon get some time opened up to me to finally make serious progress on my own open items in Artemis Mod Loader. I just hope everything doesn't suddenly go obsolete with the release of version 2.0 of Artemis--well, if it does, c'est la vie.
Author of Artemis Mod Loader.

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JonathanPreston said Jul 17, 2013 18:27:49
Any possibility of some screen shots now that you have the new UI locked down? I want to make some art for bridge builders but need UI guidance! Can't wait! The 15th corrisponds with our local Gecko Game night, so we'll be playing that for sure. It'll be online then as well?

CaptainFelix said Jul 17, 2013 20:01:48
Awesome Thom!!
Will be DMX for multiple bridges be supported?
cdm014 said Jul 18, 2013 02:07:18
Keep up the good work
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