LadyAijou

Community Manager
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About LadyAijou

  • Rank
    Community Manager
  • Birthday 12/12/78

Profile Information

  • Gender Female
  • Location Illinois, United States
  • Interests Sword and knife collecting, gaming, my pet toads and geckos, hugs, and awesome people

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LadyAijou's Activity

  1. LadyAijou added a post in a topic: 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.
     

     
  2. LadyAijou added a post in a topic: 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.
  3. LadyAijou added a post in a topic: 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.
  4. LadyAijou added a post in a topic: 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.
     
  5. LadyAijou added an answer to a question: camera wonky when rts style is off?   

    If you get it to happen again, definitely let us know! Some bugs are tricky to trigger, and take extremely specific circumstances.
  6. LadyAijou added an answer to a question: 1 FPS BUG   

    Thanks for letting us know! can you file a ticket for us at: support@quadrodelta.atlassian.net so that we can investigate further? If you can include your save and log files, it should help us track down the issue. You can find log files at: C:\Program Files (x86)\Steam\steamapps\common\Pixel Privateers\privateers_Data after you exit the game.
  7. LadyAijou added an answer to a question: Stuck at a loading screen   

    Thanks for letting us know! can you file a ticket for us at: support@quadrodelta.atlassian.net so that we can investigate further? If you can include your save and log files, it should help us track down the issue. You can find log files at: C:\Program Files (x86)\Steam\steamapps\common\Pixel Privateers\privateers_Data after you exit the game.
  8. LadyAijou added an answer to a question: Unable To Attack Bug   

    Thanks for letting us know! can you file a ticket for us at: support@quadrodelta.atlassian.net so that we can investigate further? If you can include your save and log files, it should help us track down the issue. You can find log files at: C:\Program Files (x86)\Steam\steamapps\common\Pixel Privateers\privateers_Data after you exit the game.
  9. LadyAijou added a post in a topic: Pixel Privateers is HERE!!!   


     
    Greetings, Privateers!
     
    The wait is finally over! Today, we officially launch Pixel Privateers, and you can obtain a copy on Steam at $14.99!!!
     
    This landmark occasion marks the fulfillment of more than 2 years of development work by our small team at Quadro Delta, and we are incredibly excited and proud to bring the game to you in a full 1.0 release. Over the coming days and weeks, we will be eagerly listening to your feedback and suggestions in order to best prepare the game’s first patches/updates.  Of course, fixing bugs will be our highest priority for the immediate future.
     
    While the launch is certainly a milestone, it is far from the end of development. Future patches will expand content and features, as well as the usual bug fixes - while incorporating user feedback and suggestions. We look forward to supporting Pixel Privateers for a long time to come!
     
    How can you give that feedback and/or report bugs?   Glad you asked!
    Since the game is launching straight to 1.0, we want to encourage everyone to report any issues or bugs to us via our support ticket system, JIRA.
    Alternatively, you can report to us via the Steam forums or our official forums.
    If you prefer to try to catch us in real time, our community team is ready and willing to help on our Discord server. Please note that our volunteers cannot man the server 24 hours a day, but we will assist everyone as quickly as possible. Leaving a message on Discord and setting your notifications to alert you when a response arrives will allow our team to respond to your questions or concerns as quickly and completely as possible.
     
    We strongly recommend these methods over posting to us on Twitter or Facebook, as our social channels are not considered outlets for technical support - plus it is easy and far more efficient to be able to look in only a few places to find all of the bugs/feedback!
     
    We would like to thank everyone that supported us throughout the development process, and we look forward to joining community members in game! You can find us on our Discord server if you’d like to play with members of our staff.

    Happy launch day, Privateers, and we’ll see you in space!
  10. LadyAijou added a post in a topic: Mod support   

    You didn't sound rude, no worries! We just like to let people know that we are fully focused on our game, and content expansions after launch, and that we're going to ensure our players enjoy it for a long time to come
  11. LadyAijou added a post in a topic: First Gameplay Video is Here!   

    Greetings, Privateers!

    At long last, we have our very first gameplay video from Paul Soares, Jr.! We're very excited to show off this first glimpse of the game, and will be bringing you even more between now and launch. Stay tuned!

    https://www.youtube.com/watch?v=CJmF7ePp0OA
     
     
    [Update: 2/13/17] We now have our second video by Chippygaming, and offering his first look at the game!
  12. LadyAijou added a post in a topic: Pixel Privateers Launch Date Set!!   


     
    Greetings, Privateers!
     
    The time has finally come to make the announcement you’ve all been waiting for: We have a launch date! Quadro Delta and our publishing partners at Re-Logic are pleased to announce that the wait for Pixel Privateers is almost over, and that the game will go live on February 21, 2017.  Privateers will be available via Steam at a price of $14.99.
     
    We would like to express our profound gratitude to Re-Logic for their support and assistance in making Pixel Privateers the game it is today. We would also like to thank our community for standing by us over the last two years while we worked hard developing the game in order to make sure it is an experience that our players will enjoy for a long time to come. This has been a humbling experience for us as a team, and we feel very fortunate to have such an awesome community behind us!
    Over the course of the next couple of weeks, be on the lookout for a wealth of information about the game - including our first video and stream coverage. We will be sure to bring you all of the details on those events as they happen, and to keep everyone up-to-date on the lead-up to launch. If you’re not following our social, you can find us on Twitter, Imzy and Facebook as well as our forums and Discord server. It’s time to cross the finish line, and we can’t wait to see everyone in game!
  13. LadyAijou added a post in a topic: Community Chill N Chat Moves to New Day and Time!   

    Hey Privateers!
    Now that we're into the fall, and many people are in school, we're adjusting the day and time for Chill N Chat to allow for more people to be able to make it. We're going to be holding this week's chat on Saturday, October 15th, at 1PM Central. If you're new to our community hangouts, we encourage everyone to stop by! We discuss a different topic each week, and are always open to answering any questions you have about the game.
    Our Discord server is permanent, and even outside of event times, we're always hanging out and getting to know our awesome community. You can find the server here:
    Discord
    Hope to see you all there!
  14. LadyAijou added a post in a topic: Update on Launch   


     
    Greetings, Privateers!
     
    We realize it’s been awhile since we made an official statement on the game’s launch date. In order not to leave so much room for speculation, we want to let everyone know that we are moving our internal estimate to early 2017. While we know this will cause some people to be upset, we have always stood firm in our resolution to only release this game when it felt ready and worthy of being called a 1.0 launch title.  This includes balance, polish, and a thoroughly enjoyable range of content.
     
    Over the past 6 months the game has dramatically improved in all 3 areas, but we are not yet fully satisfied with where things stand. We want to avoid the game feeling repetitive, and to make certain that the experience feels fun and exciting throughout the entire game. This has led to a decision on our part to add even more content, especially in terms of lore and story-related events within the game. What we have added most recently has made a big difference in terms of being able to land on a planet, and encounter unexpected things. The more we flesh out the game, the better the value we present in our finished product.  
     
    On top of that, we are taking a close and hard look at making combat feel more immersive/engaging as well as a ton of polish/balance/bug fixing. The newest version feels far better than the original system, and truly gives the power to the player on a new level. We value our community, and we won’t settle for less than the best!
    We definitely want to thank our amazing community for all the support and love over the last year, and we look forward to crossing the finish line. You guys are the reason we’re pouring everything we’ve got into making Privateers truly great!
  15. LadyAijou added a post in a topic: Bad game!!   

    You don't seem to understand that we do not have direct access to the console project. If we could take it and personally work on it, we would be. Unfortunately that is not the case, and we can only report issues back to 505 and Abstraction, and let them know what has been reported to us. Pricing goes by specific market, if you price Terraria on all the platforms on which it is available, you will find that it varies wildly, and that many versions are more expensive than others. That's the nature of the console vs PC market. Our team is very far from happy with the way things went, and we do all that is in our power.