Activity Stream

Activity Stream

  1. LadyAijou added a topic in News & Announcements   

    Cosmic Booster Pack 1 is Now Live!

     
    Greetings Privateers!
     
    Today we bring you the first of our content patches, which introduces, vanity gear, pets, and more. We’ve added more than 150 new vanity items for you to find and enjoy! Additionally, players in NG+ will now have the chance to find exclusive vanity gear and pets, to reward adventurous privateers for their hard work. From the community’s wish list, the patch also includes auto-disintegrate and UI scaling features, as well as the ability to sell multiple items on the markets.
     
    To keep the community in the loop, we’ve prototyped a potential solution for the much-wanted auto-attack feature, and will continue to work with that until we’re satisfied that it works and plays well in the game. We don’t have a current ETA for which patch that will come out with, but it is very much on the radar for the team, and is in progress. We are also working on porting the game to Unity 5, which will dramatically improve memory and performance issues in the game. Keep the feedback coming; we’re listening!
     
    Here are the notes for today’s patch:
     
    Changes and New Features:
     
    * 150+ vanity items added (hats, suits, and specials) which now have a chance to drop from hat-o-mats,events, champions, and bosses.
    * Pets! You can now have an adorable companion to follow you on your adventures!
    * NG+ Exclusive vanity items and pets, to reward those who dare venture there!
    * New vanity inventory which has infinite tabs. It can be accessed via vanity inventory button near the character paperdoll in crew screen. This same inventory is also found in replicator screen.
    * Vanity items have pink icons on their item tags and inventory icons to more distinguish them from rest of your gear.
    * New blueprints tab in replicator. Same blueprints are available for every crew you play. Each blueprint is unlocked when you find a new vanity item for the first time (if it's replicable).
    * 5 new random events.
    * Option to automatically disintegrate items on pickup (with quality threshold setting).
    * New option to use relative UI scaling (available in options menu) which should help with small combat UI on high resolution monitors.
    * You can now select multiple items to buy and sell in the market screen.
    * You can now buy and sell vanity items in market stations.
    * Added new "all" category for markets.
    * Buying items in the market no longer resets the view to the beginning of the list.
    * Credits rewards from cyborg terminal quests and Saving Lukas event reduced. Rewards are now consistent with other quest and mission rewards.
    * Warning message for cloning is now more clear on how codex points and unallocated training points transfer.
    * Pan-Temporal Skipgets now have 2s cooldown instead of no cooldown at all.
    * Low fuel warning now states, on hardcore mode, that it's not certain anyone (Kent) will come help you.
     
    Bugfixes:
     
    * Fixed ranged weapon stats being offset due to ttx-coating text formatting.
    * Fixed a bug when dragging on a crew member's gear while in hire comparison view resulting in items getting stuck on screen.
    * Fixed stamina giving half of the hp it should.
    * Fixed Entropy fight causing lag spikes for client in multiplayer games.
    * Fixed events rewarding unusable lvl 100+ items on level 100.
    * Fixed markets not having lvl 100 items.
    * Fixed security bots attacking your own crew members in ship view mode.
    * Fixed cleaning bots triggering your own mines in ship view mode.
    * Fixed an issue that interfered with players using JoyToKey, and caused the cursor to keep centering itself.
    * When resurrecting a dead crew member in the cloning lab, unallocated stat points no longer reduced from allocated stats.
    * When cloning a crew member, codex points (even if used) no longer reduced from allocated stats.
    * Refunded stat points (via techs) when cloning can no longer exceed the stat points actually refunded from the stats (on low level characters).
    * Matter and fuel no longer capped to 100k when the resources were consumed.
    * Events will now grant rewards which are of the same level as the crew even on distant planets (from the start location of the game).
    * Training targets no longer spawn on ship invasion events to prevent invasion events getting stuck when training module is installed to a ship.
    * Resistance bonuses from tool items (such as Assault Frame) now also work correctly.
    * Start Game button on landing party selection screen is now Start Mission button as intended.
    * Combat recovery field and Novel conceptual frameworks tech typos fixed.
    * Markets containing black markets now say so in their tooltips.
    * T1 market tooltips now also say that hiring crew is available.
    * Heal texts generated by Happy Pills are now also hidden when Show heal texts option is turned off.
    * Fixed transport ranges being calculated incorrectly sometimes resulting in the inability to build ship modules using the ship builder (missing cogwheels).
    * Fixed overload shot descriptions having different damage bonus values and reference to splash damage even if Plasmic Paroxysm wasn't researched.
    * Fixed neutrino radar detector tech generating planets with lower than expected levels when revealing the layout of the planet on galaxy map screen.
    * Fixed death dissolve effect bug which caused permanent issues in multiplayer when the system tried to start the effect continuously.
    * Fixed a bug with mouse hover code resulting in inability to target dead crew members with bio-hacking tech.
     

     
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  2. adwin added a question in Pixel Privateers Questions and Assistance   

    Platforms -> mobile?
    Taking into consideration the increasing quality of games on mobiles (the latest NOVA for instance), it's clear the barrier between mobile gaming & consoles/PC is slowly blurring.
    Thus bringing me to query, whether development of PP for Android/iOS is considered? 
    • 0 replies
    • 49 views
  3. 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
    • 71 views
  4. 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
    • 35 views
  5. JustShendu added a topic in Pixel Privateers Feedback & Suggestions   

    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
    • 61 views
  6. 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
    • 25 views
  7. 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. 
  8. 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. 
  9. 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?
  10. 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
    • 162 views
  11. 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
    • 51 views
  12. 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.
  13. 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
    • 65 views
  14. thundree added an answer to a question I can't do damage!?   

    Hi, I came here just to post this issue. It's very annoying, indeed.
    I'm running PP on PC and and some events, like dropping creates of matter (in these random occurrences) and doors opening and elevators starting/stop to work, etc we just can't do any actions...
    Basically we can't do anything. That COULD be fine, if the enemies COULD not too. THEY CAN.
    That's how I lose my entire troop waiting impatiently the game release my actions, so I can run.
    Most of the time, if you play 1+, 2+ difficulties that's safe, but over 3+ we have a huge penalty not being able to move in the same time/speed the enemies' AI can 
  15. PennilessImp749 added a post in a topic Patience peace prosperity   

    been waiting a year... where is it?
  16. PennilessImp749 added a post in a topic Why has this STILL not been patched   

    so where is this magical patch that you were referring to 10 months ago?...?..?.
  17. 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
    • 1017 views
  18. 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
    • 475 views
  19. 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
    • 140 views
  20. 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
  21. Hi11Zone added a post in a topic More Updates Coming Next Week!   

    Very Awesome, you guys always do such a great job.
  22. 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
    • 1086 views
  23. 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
    • 108 views
  24. 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.
  25. 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
    • 91 views