Activity Stream

Activity Stream

  1. Tony00237 added a topic in Pixel Piracy on Consoles   

    What happened to this game?
    So I just bought it for 2$ on the Xbox sale and I see how it is being called abandoned and broken (which from my playtime so far it kinda is due to dumb ai drowning itself) so what exactly happened with this game?
    • 0 replies
    • 12 views
  2. FATAL-1 added a question in Pixel Privateers Questions and Assistance   

    Assistance for a handicapped gamer
    Hi. My name is Ismail and I'm a 35 year old gamer born with a physical disability called Spinal Muscular Atrophy. I recently purchased Pixel Privateers from Steam however I'm having an issue which is preventing me from being able to play. I use an emulation program called JoyToKey which handles my mouse and keyboard inputs. This program interfaces with special gaming hardware which allows me to physically play games.
     
    The problem occurs when I use JoyToKey to right click in the game to move my characters. The mouse cursor jumps to the center of the screen before the right click occurs which prevents me from being able to move my characters properly. This issue is specific to Pixel Privateers and doesn't occur anywhere else.
     
    I would really appreciate it if you could fix this problem. Thank you.
    • 0 replies
    • 13 views
  3. JustShendu added a question in Pixel Privateers Questions and Assistance   

    Chinese Localization
    Loving this game. I was attempting to recomm this to my friends, however they have trouble with English.
     
    Therefore I really wanna help with the Localization process.
    Would someone mind telling me how and who should I contact with ~pls
    • 0 replies
    • 9 views
  4. MGJanes added an answer to a question Camera Scrolling Glitch   

    I'm having the same problem. When I'm using my 1360x768 monitor it does not pan to the left, when I'm using my 1920x1080 monitor everything works fine.(WASD keys work fine on both monitors).
    I've increased, decreased my mouse sensitivity through windows and my mouse software. I tried full screen, windowed, windowed borderless mode still doesn't work. I've even made sure to test each monitor by itself to make sure that having two monitors connected at the same time was not the root of this problem (it wasn't).
    I'm going to go out on a limb and say that it is probably a resolution problem. 
  5. EverThingy added an answer to a question Camera Scrolling Glitch   

    Hey Simon, welcome to the Quadro Delta forum. Can your friend try and increase the sensitivity of his mouse (through Windows or, if his mouse has it, the software of his mouse)? Maybe that will resolve the issue he is having. 
  6. EverThingy added an answer to a question Can't Move the Camera to the Left   

    Hey MGJanes, welcome to the Quadro Delta forum. Can you still use the WASD keys to move the camera around?
  7. Simon added a question in Pixel Privateers Bug Reporting   

    Camera Scrolling Glitch
    Hi there! My friend had just recently purchased this game to play with me, but he couldn't play it well because of a bug he was experiencing.
    When he would use his mouse to pan the camera to the left, it would only move very slightly. This same bug also applied to the camera moving upwards.
    WSAD keys worked fine but he preferred to use his mouse instead.
    Thanks!
    • 2 replies
    • 94 views
  8. MGJanes added a question in Pixel Privateers Bug Reporting   

    Can't Move the Camera to the Left
    When I attempt to pan the camera to the left with my mouse it will not move.
    • 1 reply
    • 40 views
  9. EverThingy added an answer to a question [BUG] Not being able to teleport back to ship   

    Hey thundree, first of all, welcome to the Quadro Delta forum. I have moved your post to the Pixel Privateer Bug Reporting section, instead of the Pixel Piracy Bug section. Thank you for already providing a screenshot. Indeed, sometimes in rare cases the game teleporter stops working. For me personally selecting and deselecting the whole group or opening the menu can sometimes fix the issue. Since you already ran into the issue twice, if you encounter it again, could you close the game and look for the game's output_log.txt? You can find it at C:\Program Files (x86)\Steam\steamapps\common\Pixel Privateers\privateers_Data.  (It looks like this: http://i.imgur.com/Yi1wGKQ.png.) If you could then please mail a bug report at support@quadrodelta.atlassian.net explaining the bug again together with this log file and your save file, then the devs can look into your issue.
  10. thundree added a question in Pixel Privateers Bug Reporting   

    [BUG] Not being able to teleport back to ship
    Hi, on Windows 10 / PC, there is an error that occurred at least twice to me, (the number of times my entire troop died so far, so could happen again) and I'm here just to report it, as it's annoying when it occurs.
    Afer dying by not being able to click in the enemies (due to these random occurrences of matter extraction, where the game don't allow me to click on anything other than the create of matter), the game shows a message saying: all crew members are dead, please return to ship to recuperate.
    That could be fine, if the game just allowed me to return. I CAN'T.
    I can't click the return button and the only way out this screen is the "main menu" option, leaving the mission and gameplay.
    Took a screenshot of this bug.

    Yeah, that bad boy hit kill most of my men, then I couldn't freeze or run in time because the game blocks user's click and actions doing secret stuff like generating my matter crate and opening door / stopping elevators, etc.
    It's very frustrating not being able to click and take actions in time, but the bug is the button to return to ship, which is disabled like I haven't that option available 
    • 1 reply
    • 57 views
  11. LadyAijou added a topic in News & Announcements   

    Patch v1.0.2 is Now Live!!

     
    Greetings, Privateers!
     
    Today we are moving the balance patch through to the main game, so that those waiting on the fixes it contains are able to continue their adventures. We have corrected a bug in the test version where players were seeing their crit damage values become nerfed beyond what was intended. We have fine tuned a number of other factors as well, to get the game feeling much better in terms of balance We will be continuing to listen and make changes to balance as we hear more feedback from the community over time.
     
    With this patch moved forward, we are working on more quality of life changes behind the scenes. Work is underway on the solutions to better inventory management, improvements to combat, UI scaling, and more. Memory issues and the latency and desynch issues in multiplayer are also on the list, and we will be working on optimizations which will hopefully ease these problems. Additionally, we are hard at work on the first content patch, which will bring some fun new features to the game. What’s coming, you ask? We won’t spoil it just yet, but stay tuned for news on it soon!
     
    Here are the notes for today’s patch, which include the changes from the public test as well as the adjustments to the test build:
     
    Changes:
     
    * Enforced the intended level cap of 100.  Extra stat points gained by overleveling removed (stats gained from training codexes stay). Items will be scaled down to level 100 (modifier setup stays the same, values are scaled down).
    * Saves are now backed up locally in case the main save file is corrupted.
     
    Balance:
    * Dodge chance and damage mitigation both now have a hard cap of 85% (down from 95%).
    * Increased the overall damage output of enemies for higher difficulty settings slightly.
    * Damage mitigation from armor reduced considerably.
    * Damage enemies deal at the start of the game (lvl 1-4) reduced to reduce the impact of the reduced damage mitigation.
    * Item modifiers for specific damage sources and block chance scaled down.
    * Dodge modifiers and dodge bonuses from light armors scaled down.
    * Reduced hp of high stamina enemies (mostly elites) on higher levels (and difficulty settings).
    * Item drop chance modifier values scaled down.
    * Rocket launcher fire rate decreased from 1.5 to 0.33 and decreased min & max damage. Range reduced to 3.8 from 4.8.
    * Fire rate and reload time modifiers scaled down.
    * Increased explosion damage (to crew members) on low difficulty settings, decreased for higher difficulty settings.
    * Rescaled crit damage multiplier modifiers.
    * Characters now gain more HP from stamina on low stamina values. This effect increases the overall health pools of crew members - an attempt at making one shot deaths less likely.
    * Knockback effects from explosions weakened on high difficulty settings.
    * Haste field fire rate bonus decreased.
    * Intelligence modifiers now give you less intelligence to balance crit rating modifiers against int modifiers.
    * Crit rating gains from intelligence reduced.
    * Fire rate and reload time bonuses capped (they are now based on the base reload time / fire rate of the weapon).
     
    Bugfixes:
    * TTX-coating is now only shown for melee weapons on the item tooltip.
    *Hireable characters can no longer have level over 100.
    * Hireable characters can no longer have base stats over 100.
    * Status effects can no longer be applied to crew members who are in the middle of a teleport, thus transferring them to ship screen (possibly fixes character panel showing high stat values).
    * Status effects which modify stats are now activated correctly fixing stats being increased/decreased semipermanently (resets when reloading a game).
    * Fixed sorting overburdened tabs resulting in lost items.
    * Fixed being able to right-click items in QDT with a full inventory to place items into overburdened tabs.
    * Fixed being able to MMB while disintegrating to destroy the item you were trying to favorite.
    * Fixed tool target cursors and other hover effects not working correctly.
    * Light armor bonuses are now applied to correct stats.
    * Fix attempt for cases where there's never any sounds in the game.
    * Fixed planets being empty when crew level + difficulty setting level are over 100.
    * Potential fix for a bug where fps drops to 1 and isn't fixed by restarting the game.
    • 0 replies
    • 889 views
  12. LadyAijou added a topic in News & Announcements   

    Public Test Branch is Now Live!

     
    Greetings, Privateers!
     
    We have been hard at work since launch, investigating and fixing bugs the community has found. This patch brings more of those fixes out, including our fix for the issue where the cursor would remain in a hover state and not allow the player to attack. We have also corrected the bug that was allowing players to exceed the intended level cap of 100, which was causing odd behaviors beyond that point. Characters that have exceeded the level cap will be scaled back within the level 100 limit. The first fixes for FPS issues also appear in this patch, and we hope those experiencing that issue will opt in and let us know if the changes were effective!
     
    Before rolling out this patch to the main game, however, we are opening our public test branch to allow everyone to opt in and check out the balance changes, and to weigh in with feedback. We want to hear what the community thinks, and to be able to adjust and tune the balance as needed. We have opened a brand new subforum on Steam where you can share your thoughts with us on the test branch build. Once we feel the game is where we want it to be, we’ll roll it onto the main branch.
     
    Please note, any save that you load while opted into the public test branch, will be affected by the changes present on the newer build. If you have saves you wish to remain unaltered for the main branch when you opt out, avoid loading those saves while in the test branch.
     
    To opt in:
    Right click on the game in your library
    Select Properties
    Select Betas
    Select the public test branch from the drop down menu
    The game will then update to the public test build.
     
    Here are the notes for today’s patch, which is now live on the opt-in branch:
     
    Changes:
    * Enforced the intended level cap of 100.  Extra stat points gained by overleveling removed (stats gained from training codexes stay). Items will be scaled down to level 100 (modifier setup stays the same, values are scaled down).
    * Saves are now backed up locally in case the main save file is corrupted.
     
    Balance:
     
    * Dodge chance and damage mitigation both now have a hard cap of 85% (down from 95%).
    * Increased the overall damage output of enemies for higher difficulty settings slightly.
    * Damage mitigation from armor reduced considerably.
    * Damage enemies deal at the start of the game (lvl 1-4) reduced to reduce the impact of the reduced damage mitigation.
    * Item modifiers for specific damage sources and block chance scaled down.
    * Dodge modifiers and dodge bonuses from light armors scaled down.
    * Reduced hp of high stamina enemies (mostly elites) on higher levels (and difficulty settings).
    * Item drop chance modifier values scaled down.
    * Rocket launcher fire rate decreased from 1.5 to 0.5 and reload time decreased from 2.5 to 1.5.
    * Fire rate and reload time modifiers scaled down.
    * Increased explosion damage on low difficulty settings, decreased for higher difficulty settings.
    * Rescaled crit damage multiplier modifiers.
    * Characters now gain more HP from stamina on low stamina values. This effect increases the overall health pools of crew members - an attempt at making one shot deaths less likely.
     
    Bugfixes:
     
    * TTX-coating is now only shown for melee weapons on the item tooltip.
    * Hireable characters can no longer have level over 100.
    * Hireable characters can no longer have base stats over 100.
    * Status effects can no longer be applied to crew members who are in the middle of a teleport, thus transferring them to ship screen (possibly fixes character panel showing high stat values).
    * Status effects which modify stats are now activated correctly fixing stats being increased/decreased semipermanently (resets when reloading a game).
    * Fixed sorting overburdened tabs resulting in lost items.
    * Fixed being able to right-click items in QDT with a full inventory to place items into overburdened tabs.
    * Fixed being able to MMB while disintegrating to destroy the item you were trying to favorite.
    * Fixed tool target cursors and other hover effects not working correctly.
    * Light armor bonuses are now applied to correct stats.
    * Fix attempt for cases where there's never any sounds in the game.
    * Fixed planets being empty when crew level + difficulty setting level are over 100.
    * Potential fix for a bug where fps drops to 1 and isn't fixed by restarting the game.
    • 0 replies
    • 445 views
  13. Ryos01 added a topic in Pixel Piracy Feedback   

    Far too clunky
    I cant get my captain to do anything he wont shoot attack or use skills im onps4 and this is breaking the game also my crew randomly attacks shop keepers maybe for crew controks adifferent design like a radial menu 
    • 0 replies
    • 107 views
  14. ShandyAndy added a post in a topic More Updates Coming Next Week!   

    Excellent look forward to the update and the chance to try the Beta branch
  15. Hi11Zone added a post in a topic More Updates Coming Next Week!   

    Very Awesome, you guys always do such a great job.
  16. LadyAijou added a topic in News & Announcements   

    More Updates Coming Next Week!

     
    Greetings, Privateers!
     
    We have a couple of things to share with you today, which we think will be welcome news! First, we want to let you guys know that the next patch will be rolling next week, bringing out more of the bug fixes for issues the community has experienced. The fix for the cursor hover issue will be there, as will the first round of fixes for the FPS drop. Additionally, we’re introducing our first round of high level balance changes for the game overall, addressing feedback that many players are finding the game to be overly easy.
     
    Secondly, next week we will debut an opt-in beta branch to allow you to test and preview upcoming changes to the game. Balance is an on-going process, and because even a minor change can have a large impact, we want to allow the community to participate in testing how they feel. In this way, you are able to experience changes before the main game is updated, and can offer feedback and insight as to your experience. This will allow us to fine-tune any changes prior to a full public rollout.  

    For those looking forward to new content, don’t worry, we’re already working on that as well! We look forward to getting this next update out to you guys, and to hearing plenty of feedback and suggestions.
     
    • 2 replies
    • 1040 views
  17. Visio added a question in Pixel Privateers Bug Reporting   

    Weird stats/attacks per second display or behavior
    Hi. So i was playing with outfitting crew and noticed some very weird things. Basically, a rocket launcher has attack rate around 2.7 attacks per second. Now. Once i improve speed by equipping appropritate +50/70 speed item('s) combo i see weird behaviour: a) attack speed goes to 2.2 attacks per second. so basically with speed increase i would expect to see attack speed increase. Or tooltip is misleading. Secondary: reload speed decreases just fine. But it start to loow awkward when it goes say from 0.1 sec to -0.9 sec. 
    I mean Pixel Privaters has certain 'rpg elements' such as stats/loot. And they are important. so when those stats are misleading or not working or not showing as intended it makes me just want to take a break before its fixed. Around lv 70+ now in 2nd wormhole. 
    • 0 replies
    • 93 views
  18. EverThingy added an answer to a question Bug for inf. Matter   

    Hey Muax, first of welcome to the Quadro Delta forum and thank you for reporting the bug. To me it sounds like you actually encountered a pretty serious bug, infinite matter can be pretty game break for hardcore runs. If you could please mail a bug report at support@quadrodelta.atlassian.net explaining the bug again together with your save file. Also be sure to include the game's output log after you have opened up the game at least once. You can find the game's output_log.txt which you can find at C:\Program Files (x86)\Steam\steamapps\common\Pixel Privateers\privateers_Data. It looks like this: http://i.imgur.com/Yi1wGKQ.png.
  19. muax added a question in Pixel Privateers Bug Reporting   

    Bug for inf. Matter
    Dear dev's , or anyone else 
    I found a little bug , I had a precise needler in my inventory , later had one (the same) in my item research inventory , researched it , desintegarated one of them , no info pop up window with the stats and so on showed up for the 2. , was able to desintgerate it infinitelly. 
    • 1 reply
    • 74 views
  20. tehwoodchuck added an answer to a question FPS bug   

    This is EXACTLY the same issue I'm having.
    The game was flawless through the opening menus and the tutorial, but once I got through the wormhole, FPS dropped to less than 1 FPS and the interface is extremely laggy.
    Disabling all video eye-candy does nothing. Window vs. Fullscreen and changing resolution makes no difference.
  21. Norek added a question in Pixel Privateers Bug Reporting   

    Little bug list
    I couldn't find where to post bugs without necessarily looking for an answer (this forum section is specifically "ask a question") so here we are, if somewhere else is better please let me know!
     
    -First off IDK if this is a bug, or design, but my medic has 95% dodge... take this along with the perk that light armor units can dodge ranged attacks, and give your medic a good tank to take agro when needed, and I could probably 2 man the game. Seems a bit odd. The one boss where you are fighting a giant machine with constantly spawning flying units, I had no idea what was going on and eventually got overwhelmed (was on +7 difficulty) so my engineer, scout, and marine died and were unrezable? not sure why, I rezed them a few times and then they just weren't anymore... anyways, my medic and vanguard just soloed the rest of the encounter because of that dodge rate, medic would take damage but be able to heal through 4 flying units blasting him (barely sometimes) while he shot the core.
     
    -Second, I haven't tested this with normal stealth, but after obtaining the perk that scouts stealth effects all units, I could stealth my team, get into position and have them all attack, but for some reason the scout would not decloak when I ordered the attack, even if I selected him specifically and right clicked an enemy he would just stand there until I manually decloaked him.
    -Entering your ships build mode, when you come back out your units order will be shuffled from however you had set them up.
    -Ship defenses do not get returned to your inventory when you change ships. All your rooms do, but any guns/mines etc do not. Not sure if this is by design or not, but seems like an odd design since we get rooms back.
    -Ship defenses are irremovable, same with rooms. This can be frustrating as you can't always tell what defense or room you have set up. Need a way to remove them, and to get a tool tip for defenses and rooms currently placed, so you know what bonuses they are or if you want to replace a turret with a stronger one. (Newer players, myself included, don't always remember what room does what, so can't remember what bonuses I have. That being said there is no listing in the general UI to show what rooms we have on our ships and their perks)
     
    Now a few little tooltip oddities. (minor bugs?)
    -Tech Tier 4, Medic, Combat Recovery Field. "to mend his moves in before resuming combat" odd translation perhaps? IDK what primary language the dev team is, but the word "moves" seems to be a typo or something.
    -Marines, first Major Tech, Isochronous Momentum. The "transfer" seems much much longer than 3 seconds, I've done a fair bit of running around and been able to use my special attack again.
    -Tooltips when in the training tab are a bit wonky. You get a tooltip for mousing over the stat name, the stat number, and the + button, but NOT the - button when removing a point and not yet confirmed the changes. IMO should get a tooltip mousing over any part of bar [Strength       -     +          ##] helpful when making decisions based on stat changes. Also currently once you spend all your points (before confirming) the + button greys out, and you lose your tooltip, another good reason to have it always show mousing over any part of the bar!
    • 0 replies
    • 63 views
  22. Xalveris added an answer to a question When Bulbous Protrusion eats the highlighted unit, the rest of the selected squad stops attacking   

    Having trouble posting, which causes double posts, see my thread here: http://quadrodelta.com/forum/index.php?/topic/571-fatal-error-when-i-try-to-post-still-posts-though
  23. Xalveris added an answer to a question When Bulbous Protrusion eats the highlighted unit, the rest of the selected squad stops attacking   

    I had this same issue. I think it's because with multiple squad members selected, it just tells them to all do the same thing as the highlighted member. Therefore, when the leader is stuck, the rest of the squad gets stuck to. I've also had this happen with other types of stuns, where stunning the highlighted unit just freezes the whole group.
  24. Xalveris added a question in General Questions and Assistance   

    Fatal error when I try to post (still posts though)
    Whenever I try to post a new thread to one the tab loads for 30+ seconds and then I get the following error in an otherwise completely white window:
    Fatal error: Maximum execution time of 30 seconds exceeded in C:\xampp\htdocs\forum\system\Email\Outgoing\Php.php on line 35
    It seems to add the post to the forum just fine, but I have to reopen the forum in a new browser tab. I don't want to try reloading as it will probably result in a double-post and give me the error again.
    I'm using Google Chrome, if that makes a difference.
    I get a similar issue when I try to reply to a thread, where it again loads for 30+ seconds, but then goes back like it did nothing, with no error. It still posts just fine though, as I discovered on this thread (there's three posts if someone hasn't fixed it yet): http://quadrodelta.com/forum/index.php?/topic/547-when-bulbous-protrusion-eats-the-highlighted-unit-the-rest-of-the-selected-squad-stops-attacking/
    Editing posts works just fine.
    Edited to add a screenshot from when I posed this very issue:

    • 0 replies
    • 140 views
  25. EverThingy added an answer to a question Game making my PC restart   

    Hey GalactusBrasil, welcome to the Quadro Delta forum! I see you already uploaded your output log file. Could you please send this over to the developers, you can send a bug report explaining your issue again at support@quadrodelta.atlassian.net.