LadyAijou

Community Manager
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Everything posted by LadyAijou

  1. LadyAijou added a topic in News & Announcements   

    Public Test Now Live, Includes Auto-Combat and U5!

     
     
    Greetings, Privateers!
     
    Today we’re bringing you a very long awaited piece of news: The ability to preview and test the widely-requested solution to automating combat a bit more than the manual-only approach at launch.  What we are rolling out here allows the user to control whether or not to activate the “Stand Your Ground” feature. How does this work?   Read on to find out!
     
    When in Stand Your Ground mode, you can command specific privateers to automatically attack anything within the immediate area of that squad member. Selecting another crew member lets you set a different area, allowing you to cover more than one area with automated defense. This feature brings in a way for you to direct your attention elsewhere while combat is ongoing - all while interacting with other crew members - without sacrificing player interaction and control of combat. In situations where you need tighter control, you can toggle Stand Your Ground off, and take full manual control of your crew. When active, the field you defend will be placed again each time you click to move your crew or attack. Using this method, we are able to prevent crew members from pulling aggro on chains of enemy groups before the player wishes to engage with them.
     
    We are initially introducing this feature onto the public test branch. This will allow us to gather feedback and ensure that it is working smoothly for everyone and address the issues the community has stressed/raised to us. We hope to see plenty of players opt in and engage with this beta in order to improve the game and take it in the direction you want to see.
     
    Along with the auto-attack feature, we have made significant performance increases with the change to Unity 5 and resultant changes throughout the game, and are excited to see how those changes function outside of our testing environment. This should make a very noticeable difference to those who were seeing crashes due to being out of memory, as well as slow-downs, lag, or stuttering due to low frame rate. The team is anxious to hear from those who were seeing these issues, and hope you will let us know if this resolves those problems for you.
     
    Once these features are tested with the community, we will be making any necessary changes and then rolling them out to the main branch. We will be reading feedback as it comes in, so please be sure to let us know your thoughts. We couldn’t have made Privateers the game it is today without our community, thanks for being part of our journey!
     
    To opt into the public beta:
     
    Go to Pixel Privateers in your Steam library, and right click on the title.
    Click on Properties
    Select Betas
    Select the Gamma Testing/Public Test branch
    The game will update to the public test build
    Start game and enjoy!
     
    Please note: Saves that are used while in the test build may not be compatible with the main branch any longer. Be sure to back up any saves you use for public test, or use new ones! You can access your saves from the options menu, by clicking “Open Save Folder.”  
     
    Additionally we would like to note that there is a known issue/glitch with the character screen after confirming your stat points. This will be resolved as soon as possible through a patch to the test branch.
     
    Here are the patch notes for the public test branch update today:
     
    New features:
    - New Defend Area feature which will toggle crew member to auto attack enemies inside a specific area. You can resize the area by holding left-mouse button on the shield icon on the area and dragging mouse right and left. You can have multiple areas active at the same time. Move commands are prioritized over auto attack.
    - New consumable Cosmetic CRISPR allows you to permanently change the appearance of a crew member. These can be bought from market stations.
     
    Optimizations:
    - Engine upgrade to Unity 5.1 from Unity 4.6.
    - Rebuilt UI for Unity 5.
    - Better texture handling decreasing overall memory consumption.
    - Numerous miscellaneous optimizations to code decreasing memory consumption and improving performance.
    - Space backgrounds rebuilt (improved performance on non-combat scenes).
    - Multiplayer code optimization: better handling of packets.
    - Creation and destruction of synced objects batched in network code.
    - Pathfinding moved to a separate thread decreasing its impact on performance.
    - Better handling of extreme packet loss in multiplayer.
     
    Bug Fixes:
    - Fixed various buggy status effects (bad serialization).
    - Fixed threat system failing sometimes when leaving combat.
    - Fixed health sync in multiplayer.
    - Fixed quick use icons being offset in relative UI scaling.
    - Vanity wings now also animate for jetpack engineers.
    - Fixed cases where the game tried to sync parentless status effects.
    - Imperium bomb dismantler no longer tries to dismantle other kinds of traps than mines (for example toxic glue).
    - Fixed multiplayer sync issues with dismantle ability.
    - Fixed issue with multiplayer color picker not working when UI scaling is set to relative.
    - Fixed bugs which allowed you to exploit vanity inventory for infinite inventory space.
    - Fixed multiplayer desync issue related to rescue prisoners mission.
    - Fixed request mission failing when using it at the edge of the galaxy map.
    - Fixed bugs with using distress signals in multiplayer.
    - Fixed a bug with events which close doors of the room getting stuck in closed mode in multiplayer when only one player's characters all died in the trap room.
    - Fixed player "ready to teleport" states being out of sync in multiplayer sometimes.
    - Healing chains no longer target pets (for example Trajectory Adjusting Prisms tech).
    - Fixed elevator shadow bugging out on short distance movements.
    - Fixed tractor beam effect sometimes getting stuck for clients in multiplayer games.
    - Fixed bug which prevented vanguards charging through doors if they were too close to the door.
    - Fixed selection box being the wrong size if UI wasn’t set to pixel perfect mode.
    - Fixed characters using grenades not being able to shoot sometimes.
    - Fixed a bug where you could access black market even though the market station didn't have one.
    - Fixed a bug where you could aggro president earlier than intended.
    - Friendly tumors will now teleport to owner if left behind.
     
     
     
    • 0 replies
    • 37 views
  2. 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.
     

     
    • 0 replies
    • 691 views
  3. 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
    • 1127 views
  4. 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
    • 504 views
  5. 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
    • 1139 views
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. LadyAijou added a topic in News & Announcements   

    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!
    • 2 replies
    • 407 views
  11. 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
  12. LadyAijou added a topic in News & Announcements   

    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!
    • 0 replies
    • 191 views
  13. LadyAijou added a topic in News & Announcements   

    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!
    • 0 replies
    • 1950 views
  14. LadyAijou added a topic in News & Announcements   

    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!
    • 0 replies
    • 369 views
  15. LadyAijou added a topic in News & Announcements   

    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!
    • 1 reply
    • 972 views
  16. LadyAijou added a calendar event in Community Calendar   

    Community Chill N Chat!

    Until

    Greetings, Privateers!
    This week we will be kicking off a fun new way to get to know the community, talk about all things Privateers, and hear from you guys on a variety of topics. Each week will have a topic we'll be holding an informal discussion on, and the community is invited to come and share your thoughts with us. Both CM's will be in attendance, as well as the occasional appearance by the developers.
    Chill N Chat takes place on Saturday, our new day, from 1-3PM Central time, on our Discord channel. (The channel is always open, so if you can't wait till Friday, we're always happy to see new faces!) You can find the channel here:
    https://discord.gg/0S3mCrto7hEa2zAR
    We look forward to hanging out and hearing what you guys have to say! This week's topic will be: "What feature would you most love to see in Pixel Privateers?"
    • 1 comment
  17. 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.
  18. LadyAijou added a post in a topic Bad game!!   

    Anyone who is skeptical is more than welcome, and in fact is encouraged to wait for the reviews on Pixel Privateers. It will speak for itself, in volumes, as should our refusal to sell the game early or in an alpha or beta state. If we were about "cash grabs" we would be taking pre-orders, or would have dumped the game onto Early Access. We have not, because in spite of the situation with the console release of Piracy, which was, and is outside of our direct control, we stand by our resolution to produce a game worth the community's money. We have been extremely open about the issues the console release had, and have been doing everything in our power to address them.
    To the point on censorship, we do not, and have not censored any negative feedback. We have drawn a line at people blatantly spreading false information to inflame an already extremely upsetting situation for our community members. Calling us liars, scammers, etc serves no other purpose but to take a bad set of circumstances and make it toxic to the community. Everyone is entitled to an opinion, but is required by our community guidelines to present that opinion in a respectful way. Personal attacks fall outside of that guideline.  As I've noted elsewhere, if we've "taken the money and run", we've certainly failed at the running bit, and are still committed to getting the rest of the issues fixed.
  19. LadyAijou added a topic in News & Announcements   

    QD News - Bringing the Universe to Life!

     
    Greetings, Privateers!
     
    It’s been awhile! Fear not though, for today we bring you a look at what we’ve been working on recently with the game. This stage of development, as we work up to launch, is focused on polishing the game, fixing issues, and fleshing out the experience overall.
     
    For us, it isn’t enough to focus only on planet type, or the faction that controls each world. We want to create an experience that always surprises you, and doesn’t feel bland or boring. The enemies that inhabit each world are one aspect of that, but another is variety in the layouts themselves. Even within each faction’s bunkers, we want to ensure that there is plenty to see, and that it feels vibrant and alive.
     
    For today’s example, we’ll look at our friends, the cyborgs. Cyborgs are one of the more dominant forces in the game’s universe, and are encountered pretty commonly during the game. To really bring these guys to life, we have been further increasing the number of layouts for their strongholds, and bringing their personality to the forefront.


     
    Cyborg bunkers are alight with technology, and a broad array of animations and props. In a single bunker, you’ll see them up to all kinds of things, even producing new cyborgs in the background.
     

     
    We feel these backdrops not only make the experience interesting, but also help tell their own story. Players are given a glimpse into what the cyborgs are all about, and what their world looks like.
     
    On the community side, I am very proud to formally introduce Jason “Spartix” Rideout, my Assistant Community Manager. He’s been on board with us for awhile now, and is already making a big difference to the team. You’ll find Jason on Discord every day, and will definitely be seeing him around the community as a whole. Be sure to give him a warm welcome!
    While the wait for the game may feel long, we’re very excited to finish the game and roll it out to you all. We’ve set the bar very high for Privateers, and look forward to bringing you an experience you can enjoy for a long time to come. Thanks for reading, and we’ll see you next time for QD News!
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  20. LadyAijou added a post in a topic Pixel Piracy Console Patch now live for PS4- Update 4/8, Patch #2 details   

    We are working with 505 Games on the fixes for these issues. Pixel Privateers has a separate dev team, and is entirely unrelated to the console ports. The port was done by an entirely different team under 505. It is something we are very much still concerned with, and will continue to work toward resolution on.
  21. LadyAijou added a post in a topic We're Looking For a Few Good Privateers!   

    Can you hop on our Discord for a quick chat/interview?
  22. LadyAijou added a post in a topic We're Looking For a Few Good Privateers!   

    If you've got time to hop over to Discord, I'm free to chat with you about it
  23. LadyAijou added a topic in News & Announcements   

    We're Looking For a Few Good Privateers!

    Greetings, Privateers!
    As we move ever closer to launch, we're preparing for our community to grow significantly. In order to ensure that we have enough people to assist our expanding user base, we are recruiting volunteer moderators to help us deliver top-notch customer service and tech support. The following are the qualifications we're asking for:
    Must be at least 18 years of ageMust be able to commit time to being present in the communityMust be willing to assist other users in a variety of ways, including moderating content in violation of our community rules, troubleshooting bugs and technical issues post-launch, and addressing customer service concernsMust be passionate about building our communityIf this sounds like you, and you'd like to join our team of awesome minions, please contact me, LadyAijou here on the forums, or you can contact me or Spartix on our Discord Channel. I look forward to hearing from new recruits!
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  24. LadyAijou added a post in a topic Hello there   

    Welcome to the community! The translation work is appreciated, and I'm sure will help a lot of players =D
  25. LadyAijou added a topic in News & Announcements   

    June 6th Live Q&A Transcript
    Greetings, Privateers!
    As many of you know, last week we held our second live Q&A session on our Discord Channel. Today we have the transcript of the session for you. It's been edited down to remove chit chat between questions, and we've put the answers right along with the questions for your convenience. We had around 50 wonderful people firing questions at us for over 2 hours, non-stop, so it's quite a read (24 pages long)! If you're hungry for information on the game, this should definitely tide you over! You can find the full length transcript here: Full Length Transcript
    For those that don't wish to read the entire session, here are some of the questions we took:
    LadyAijou - Last Monday at 1:04 PM
    Let's get this show on the road!
     
    [Q] How many hours long will the game be?
    AlexPoysky - Last Monday at 1:06 PM
    Well, I'm estimating 20 hours if you know what you are doing and go with a solid team
    AlexPoysky - Last Monday at 1:06 PM
    but that is only on the base game, we have NG+
    LadyAijou - Last Monday at 1:06 PM
    does depend on if you clear all worlds, or if you go right for the bosses/main story
    AlexPoysky - Last Monday at 1:07 PM
    if you JUST go for bosses etc that's 20 hours ish
     
    [Q] whats the price?
    LadyAijou - Last Monday at 1:07 PM
    not 100 set in stone yet, but we can tell you $14.99 would be maximum
    we don't intend to gouge people
     
    [Q] is this content unique and not repetitive?
    LadyAijou - Last Monday at 1:08 PM
    well, I mean there's a general pattern of game mechanics, but worlds are varied, there are other events, taking on the bosses etc. avoiding repetition has been a big focus
     
    [Q] will there be stuff like tables and chairs that you can place in your ship?
    AlexPoysky - Last Monday at 1:08 PM
    you can add things to your ship, new rooms etc
     
    [Q] Are there new bosses, items, and such in NG+?
    AlexPoysky - Last Monday at 1:08 PM
    there's a lot to the game you can't see in one playthrough, we want to add more post launch also
    Terodiac - Last Monday at 1:10 PM
    I can say there is an enormous pile of items, bosses and events in this game, they amaze me every time we get another test patch pushed, prepare to be amazed
     
    [Q]  When will the game come out, I’ve been waiting for 5 months already..
    LadyAijou - Last Monday at 1:10 PM
    all we can say is, "when it's done"
    we won't compromise quality for speed
     
    [Q] Without a release date at this time, What are some of the hurdles you are trying to get past to finish the product? Other than just bugs?
    LadyAijou - Last Monday at 1:10 PM
    we're heavily focused on bug fixes, polish, and content
     
    [Q]  Will there be ship encounters during space travel?
    LadyAijou - Last Monday at 1:10 PM
    yes, there are
     
    [Q]any plans for a 2 or 4pack sale when it comes out?
    LadyAijou - Last Monday at 1:11 PM
    yes, definitely
     
    [Q] For playing with friends do we need to use hamachi or is the multiplayer all within steam
    Terodiac - Last Monday at 1:11 PM
    it’s all within steam, super easy and the best layout and connection to your friends in any steam game i ever saw  not blowing things up, just my experience
    mathman200 - Last Monday at 1:11 PM
    All in steam, no need for hamachi
    LadyAijou - Last Monday at 1:11 PM
    MP is all done via Steam, drop-in, drop-out
    no port forwarding!
     
    [Q] you must have an idea of when it will be about done? will it still be in Q2 of 2016?
    LadyAijou -
    We won't be confirming a date here today, guys
    just have to watch our social for the announcement
    we WILL be announcing it once it's locked in
    AlexPoysky - Last Monday at 1:13 PM
    The game is going to be finished when it's done, that's all we can say for a release date. But it's sooner than later.
    LadyAijou - Last Monday at 1:13 PM
    Believe me, we're anxious to launch it, but you're not waiting on an alpha or beta here, you're waiting on a complete project
    that's why it feels longer to people
    LadyAijou - Last Monday at 1:14 PM
    the bar is set much higher for a 1.0, and people would be incredibly, and justifiably, angry if we launched a bad game because people were impatient
    Terodiac - Last Monday at 1:15 PM
    to add a word to this: i've not been able to test the game for around 2 months, but the progress and quality of the game have so much improved since Q1, can understand you guys want this game to launch but if it would've launched any sooner, you wouldn't be satisfied with it  they are striving for a good game with high quality, and it's coming very near
     
     
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