Hello everyone! Welcome to the 254th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic is on vacation, so we have a guest-writer for this newsletter - Sabine of Space Cadette News. The topic this week is faction food. Meals of the Galaxy This is Space Cadette News, in special collaboration with the Ro-verse Newsletter to help add extra content as Idyllic enjoys his vacation. A meal in space does not just have to be flash rehydration and astronaut ice cream. In a vast galaxy, there is bound to be a wide array of food and the stories behind them, this is what we will focus on. We asked the factions of RoVerse to submit a 3 course meal of their faction's diet. A starter or appetizer, a main course, and a dessert. We are grateful for all who participated to add to the diverse universe we all know and explore every culture. Akatana We start with The House of Akatana, with Omurice, Tiger-skinned Balut, and Ice Cream Parfait. Starter: Omurice Omurice comes in two forms. A human-style version using ketchup fried rice with vegetables and chicken, and an Akatanan style version using meat glaze, with Akata rice, nuts, and vegetables. This dish in a recognizable form entered the Akatanan palette back in 1696 AA, following the initial trades established with foreign traders. Legend has it that the first dish came from a town on the Yuropu continent on Chikyu, before eventually being popularized within the Capital of the Carotian empire and exported abroad. The Akatanans eventually developed their own derivation of the dish. Since then, it often uses Akatanan-bred rice from the Akata region of Akatara, which has since developed a faint blue tint, and uses regional livestock such as ground-raptors. Main Course: Tiger-skinned Balut The idea of boiling late-development fertilized eggs was inherited from Ancient history, most likely from the Jitarians (Or whoever traded with them). The term ‘Balut’ though has been well known to come from Chikyu, and is what most translator softwares use to describe the dish. "Tiger Skinned", presumably refers to the appearance. The boiled egg is fried to give it a golden, crunchy surface, resembling a certain predatory mammal. This too was a technique used on Chikyu, but separately from Balut. Unlike any of the separate foods, Akatanan Tiger-skinned Balut is served with a spicy sauce on the side, not in said sauce or without it. Dessert: Ice Cream Parfait Two flavors reign supreme among the Akatanan, Shiria ice cream and Green tea ice cream. The term Parfait was popularized across the galaxy (at least based on Akatanan relations) as a relatively fancy dessert consisting of ice cream mixed with various high-calorie foods to maximize pleasure. Lacking the high-complexity taste buds of humans though, Akatanans preferred to place varying and complex textures into foods to achieve a similar effect. This version from Akatana contains several layers of blue Shiria-infused ice cream mixed with its vanilla counterpart, as well as graham crackers, chili jelly, and deep-fried pork fat, completed with a pointed spoon for beak-ingestion. Some ingredients such as Shiria aren’t available everywhere, and are often substituted for thirium or green tea depending on the location. Shiria is an Akatanan compound similar, if not derivative to Thirium. It’s less dangerous to non-modies but less powerful to modies due to the increased presence of specific anti-clumping agents. Nexus Next we move on to the Independent Systems of Nexus with their seemingly traditional three course meal consisting of Anclite Greens with frontier cheese and bread, Monster Steaks and rice, and Cityberry pie with Mint Ice Cream. Starter: Anclite Greens with frontier cheese and bread With the frontier region being wealthy and abundant in farm richlands, a salad can be put together just by walking down the road, packing many natural vitamins, but not too hefty to fill you before the rest gets to you. FurBos Cheese made fresh from domesticated FurBos’ across farms near cities or out in the frontier, some say the further inland you go the richer the taste can get. Bread made the same day by bakers. It seems like this baker had a thing for a certain Mouse. Main Course: Monster Steaks and Rice Monster can mean one of two things depending on where you get it from, it can either mean the ridiculous portion size of a domesticated animal that could feed an entire squad, or it could be the succulent meat of a predator that happened upon a hunting party or a man defending his home or village with a gun and happened to have a well placed shot. Regardless of whether the meat is cooked anywhere from medium rare to medium well, ask for well done, you might want to avoid walking home at night from then-on. Seasoned to perfection, served with any vegetables that were in the pan getting all the fat rendered with it, and served with a side of rice. This dish packs a ton of protein and can get a man through work for three whole days, just try to savor the moment at the first bite, you’ll never have a first bite of Monster Steak again. Dessert: Cityberry Pie and Mint Ice Cream Berries grow practically everywhere on Nexus, some are just regular treats, others have special abilities that can offer benefits or setbacks to the consumer. That's why the government put regulation on the sales of berries, having all authorized berries transferred to cities where they are properly processed, hence the term ‘Cityberry’. Sold whole or in jams and jellies, they are shipped back across the planet to shelves of markets or general stores. A common use for the berries is making a pie, and serving it with a mint ice cream to balance out the tart associated with pies. Each berry has a different taste, and if you happen to use berries with special properties, expect one heck of a party. The Hold Working away in the mines sure make one hungry, if you think you can handle this meal, you are sure to be in good company within The Onyx Hold with their three course meal of Rock-salt Fries, Charred Rock Roast, and Strawberry Rock Candy. Starter: Rock-salt Fries The rock-salt fries are the food of the common people, a favorite of every member of the asteroid miner's union when on lunch break or after a long day of mining. The rock-salt is 100% pure salt, making it nearly transparent, and exquisitely tasty on fried foods of all kinds. Main Course: Charred Rock Roast The rock roast is a delicacy eaten only on special occasions, requiring a group of people to hunt down a mighty rock boar in their maze-like tunnels. Served charred to a crisp, with a succulent and tender meat, with a variety of side dishes. Dessert: Strawberry Rock Candy The favorite dessert of the asteroid miners is rock candy, that comes in every flavor imaginable. The process involves dissolving sugar in water, dipping a stick in, and allowing the crystals to grow. To the asteroid miners, making rocks is one of the most enjoyable experiences, next to mining them. ARGOS Most people would not expect a weapons manufacturing company to also produce food as well, but here they are, reaching out to a new audience and making more money. Does this all wish you can reach out and take a bite, the future looks bright for the factions of Ro-Verse, and we look forward to what more they will do in the future. This is Space Cadette News, Logged Out. This week in the dogfight there were 777 kills, 7 with auto, 1 with beam, 15 with laser, 6 with plasma, 12 with railgun, and 736 with torpedo. The most dangerous ship was the Silencer with 587 kills, followed by the VSa1-1_Kazan with 107. The most dangerous map was Pillarum with 392 deaths, followed by The_Great_Hollow with 252. And now, the moment you've been waiting for... The three players that topped the leaderboard were tygrys202, with 588 kills and 4 deaths and a 147 KDR; FangABXY with 128 kills, 19 deaths and a 6.73 KDR; and devOmegax with 59 kills, 14 deaths, and a 4.21 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 98) Calexian Community Challenge Before the end of Cycle 13, the community had to complete the following two challenges to unlock a Calexian ship for all to use. The challenges were: 1000 Gatecrash points, and 3,000,000 studs flown. Gatecrash points were completed a few weeks ago, but flight distance was a challenge, narrowly surpassing the 3,000,000 stud goal. For this achievement, the community has unlocked the Calexian Eva. Calexian Challenge #4 With the end of the third Calexian Challenge, comes the beginning of the fourth. By the end of the 15th Cycle, we have been challenged to destroy 6,000 Outpost Turrets, and get 3,000 kills with weapons besides Torpedoes. Lets see if our offensive capabilities are due to our loadouts, or our determination. Now, for the overall cycle stats! Pillarum was the most dangerous map, with 2291 kills, followed by Blue Spaceway and The_Great_Hollow with exactly 2092 each. The top ship was the Silencer, with 3302 kills, followed by the Kazan with 1258, and the Excalibur with 528. The top weapon was the Torpedo, with 5394 kills, followed by Beam with 329, and Railgun with 274. Plasma marked up to 250, Laser with 210, and Auto with 135. Overall, 37 pilots participated this cycle and earned at least one kill, while 56 players died at least once. The lowest KDR belongs to The Outpost with a .04 KDR. The dogfight has seen 7,867 visits, with an 83% approval rating (149-30) and 362 favorites. This cycle there were 6,592 kills total. Topping off this cycle's leaderboard was FangABXY, with 2027 kills, 155 deaths, and a 13.07 KDR. He was followed by tygrys202 with 1862 kills, 162 deaths, and a 11.49 KDR, and Phaytox with 1534 kills, 133 Deaths, and 11.53 KDR. These three pilots have unlocked the exclusive Golden Anisoptera Skin, coming soon to a dogfight near you. If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Championship Series 14) Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: How did you manage that cool atmospheric transition to space effect? A1: It's quite simple really. Its a giant inverted sphere mesh that we adjust the transparency of as you gain elevation. In front of it, we have some blue fog. A quirk of the old Roblox fog system is that it doesn't cover up the sky, which always shows through clearly, but if you put something transparent in front of the sky, it can change the skybox's visibility. For most cases now, though, Atmospheres will be a much better solution. Our solution is really only useful for our round planets, which cant make use of the Atmosphere effects. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 253rd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic fixed up a fatal error relating to last week's changes, an error that means nothing that was driving idyllic mad, fixes to the weapon reload visibility code, and cleaned up the mess that was left behind after the ion storm drifted away from Hyperion. The fatal error this week turned out to be a missing end at the end of an if statement, which was unfortunately part of a single-line error output statement, so the error message was unable to direct us to the problem area. Fortunately, Idyllic was able to track it down and remedy the situation, but its rather ironic that code meant to catch errors, caused an error. The error that has been driving Idyllic insane has been dealt with. A common bug report has been reporting error code about attempting to index nil with Body - this wasn't ever an actual problem, just a ghost error from when ships were removed at the end of a round but would error for a few frames until your client stopped looking for those ships. This unfortunately led to reports about one thing including this unrelated error, but now this error should be silenced. On the reload indicator gui front, things were slightly different. A refactor of the reloading time table meant that fighters were doing extra math on the current time remaining, when that math had been moved elsewhere to simplify the code for Capitals. A few changes to the code, and the reload gui indicator is working perfectly for most weapons. Unfortunately, missiles aren't set up for this new standard yet, so we'll keep working on that update. And frankly, we're impressed that the code could be managing two separate sets of reload time formats simultaneously without issue. It appears the strange ion storm has drifted away from Hyperion, and thanks to some quick thinking by the community, the reactor has been stabilized and the ship forge data has been recovered. Though some strange reports have been coming in about time travel, the Stationmaster assures us that all is back to normal and catastrophe has been averted. Thanks to everyone who participated in this year's community egg hunt! We hope that everyone who participated had an enjoyable time, and we'll see you all next year when some new misfortune will likely befall Hyperion station. This week in the dogfight there were 237 kills, 0 with auto, 20 with beam, 0 with laser, 0 with plasma, 0 with railgun, and 217 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 199 kills, followed by the Iridium with 20. The most dangerous map was Pillarum with 191 deaths, followed by Blue_Spaceway with 56. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 199 kills and 6 deaths and a 33.16 KDR; TheUnderseer with 20 kills, 2 deaths and a 10 KDR; and CandyCobalt with 17 kills, 0 deaths, and a 17 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 96) Calexian Community Challenge Before the end of Cycle 13, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. We're inching closer to completing the distance challenge - only a few hundred thousand studs further to travel and we'll reach the goal. The challenges are: 1000 Gatecrash points, and 3,000,000 studs flown. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Will fighters ever have accurate hitboxes based on their shape? A1: Unlikely. Capital ships are large enough targets that having accurate hitboxes matter - you don't want to be shooting at it and having bullets go straight through. They're also large enough that Roblox's raycast function can realistically detect when something is actually hit, since it doesn't like fine details all that much. The third factor is that we want fighters to have a fair bit of freedom in their design, rather than enforcing the smallest and roundest shapes for the best defensive capabilities - we want fighters to look cool without worrying about being too easy to hit. To that end, fighters will likely remain cubes for the foreseeable future, though we may tweak their shape and size to match the bounds of the ship. Q2: Will a subfaction trying to become a full faction have to fight their previous host faction? A2: Depending on their relationship with their old host faction, they might. The three options are - negotiate for free transfer of territory to new faction, purchase it from them for whatever price they want, or fight them for it. Subfactions transitioning to Organizations meant a tradeoff, exchanging direct association with their host for the freedom to form however they want, not just as a division of a larger faction. Q3: Can cities have underground portions? A3: Unfortunately, we won't be able to dynamically edit the terrain of planets to that extent, and having a false ground made of parts would just really add up. Your best bet for an underground city is as a faction landmark in the above-ground portion teleporting players to a clan base in an underground city map. Q4: Can landmarks have multiple exits? A4: Unfortunately there will be no way to register a change in location from when they leave to when they return to RoVerse proper - their location will be saved at the last place they were in-game, which would be the entrance they entered at. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 252nd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic continued crunching and mashing bugs in the Capital Beta, including bugs involving missiles, outpost strikes, and targeting clearing. This week will be your last chance to participate in the Community Egg Hunt. Collect those last few eggs by battling in the dogfight, descend into a volcano, find a fungal cave, and travel through time to unlock an exclusive ship. A small update to missile code should fix them not firing in the Beta. A conversion of the aim data in the firing event was missed the statics code block, which is separate from the active turret firing code. A few edits have been made to Outpost Strike generation code, to try and prevent turrets from spawning inside rocks and itself. Perhaps the second time is the charm. There has been a persistent problem with ghost ships appearing in the map from the previous round, as well as problems target-selecting players with the wrong teamcolor target. This has been traced down to a likely cause being a failure to clear the map at the end of a round, which we have attempted to patch. This can really only be tested live in the dogfight, so let us know if it continues to happen. This week in the dogfight there were 2225 kills, 63 with auto, 288 with beam, 36 with laser, 78 with plasma, 111 with railgun, and 1649 with torpedo. The most dangerous ship was the Silencer with 1432 kills, followed by the Excalibur with 221. The most dangerous map was The_Great_Hollow with 757 deaths, followed by Pillarum with 716. And now, the moment you've been waiting for... The three players that topped the leaderboard were Phaytox, with 1234 kills and 114 deaths and a 10.82 KDR; FangABXY with 341 kills, 79 deaths and a 4.31 KDR; and tygrys202 with 279 kills, 124 deaths, and a 2.25 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 96) Calexian Community Challenge Before the end of Cycle 13, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. In a single week, the community has managed to rack up over 500 gatecrash points, smashing the requirements and unlocking the reward 3 weeks early! For this everyone will have access to the Atticus. On the distance flown front, we doubled our distance from the previous 3 weeks, and are nearly to the goal. Keep up the good work pilots! The challenges are: 1000 Gatecrash points, and 3,000,000 studs flown. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: How will respawning work in the game? Will there be a clone mechanic, or like we're robots? A1: Functionally, respawn will work as normal, but how players respawn is left up to factions in the form of lore. Perhaps an emergency teleport system is the easiest route to go, or factions with robots could reupload your consciousness somewhere else. We're not going to go out of our way to explain how. Q2: Does the armament stat effect damage when submitting faction fighters? A2: The armament stat does not effect damage done by any weapons, it is only used to calculate how many and how large the turrets you can mount on a ship can be. Q3: What's the record for most kills in a week? A3: The current record is 788. This has now been broken by Phaytox, with 1234. Q4: Will ricocheting conventional shots hit a capital multiple times? A4: When a shot ricochets, it deals a proportion of its damage to whatever it hit, then continues on. If your ship is shaped to trap these shots, it'll deal a smaller and smaller proportion with each hit. Shots can only ricochet 3 times. Good luck trying to rebound shots back at the shooter, if that's an idea you're thinking about. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 251st issue of the RoVerse Development newsletter, where we keep you updated on the progress we've made over the past week. This week was all about bug fixes. We opened up the Beta test of the Capital Update to the community last week, and they did not disappoint. They found a mound of bugs, both obvious and obscured, and reported them to Idyllic to be fixed. Also, the Beta branch has a new, dedicated icon to celebrate the upcoming new version. Testing got off to a rocky start, with a bug that literally stopped the game dead in its tracks during the loading screen. Turns out a few new values weren't being initialized properly, stuff like Skins and the default selected Capital, so when the game went looking for those default values, it found nothing. This bug has been rectified. From there, a few more menu errors were found, like this one. In a similar vein to the first bug, the default loadout of the default capital was nonexistent in the player's saved data, so it locked up. This part should be fixed, as well as the camera sinking below the floor of the fighter hangar instead of snapping to the capital hangar. A few bugs here that don't have good pictures - plane lock was disabled from testing, and has been re-enabled at its usual tab configuration. Speed should now be scaled on the HUD, as was recently updated on the Alpha Dogfight. Outpost turrets should now be able to be depressed, I mean, they can now shoot lower than the horizon, another recent addition to the Dogfight. Also, all gamemodes have been re-enabled, and now Outpost Strike should again be the only mode available if you're alone. There are a few errors yet that we are tracking, but haven't quite solved - loadouts don't save on respawn, targeting doesn't clear between rounds "ghost ships", chat menu is missing its background, missiles don't fire, and pre-rolling gamemode doesn't always display correctly or at all. And last, but not least, the new Capital Update thumbnail. It was long past time for us to replace the old cover photo on the game. While WhoToTrus did a fantastic job on it, advertising all the newest features at the time - the ability to change fighters - it was time to be replaced with something that shows off the latest features we've added. And so, with out further ado, the new icon. As the bugs get patched and it comes time to replace the Dogfight Alpha with the newest version, this icon will make its way to the official game. This week in the dogfight there were 397 kills, 23 with auto, 2 with beam, 8 with laser, 96 with plasma, 18 with railgun, and 250 with torpedo. The most dangerous ship was the Silencer with 251 kills, followed by the Sable_Axt with 86. The most dangerous map was Pillarum with 252 deaths, followed by The_Great_Hollow with 112. And now, the moment you've been waiting for... The three players that topped the leaderboard were Phaytox, with 275 kills and 18 deaths and a 15.27 KDR; TheUnderseer with 90 kills, 34 deaths and a 2.64 KDR; and Tzleo with 30 kills, 1 deaths, and a 30 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 95) Calexian Community Challenge Before the end of Cycle 13, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. Gatecrash is holding strong, but flight distance has quite a gap to close. The challenges are: 1000 Gatecrash points, and 3,000,000 studs flown. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: How long will it take for the first version of Freeroam? A1: While we don't like giving specific answers in scales of time, the first version of Freeroam should be out quite quickly after the Capital Update. Quite a lot of work has already gone into it, and it mostly just needs a flight system to be functional - aka the Dogfight's entire purpose. The first version certainly won't have too many features, but the earlier we get it out, the earlier we can start getting feedback, which is one of the problems we've had with other stages of the project. The community feedback on the dogfight has changed a significant number of things that we had designed, and made it that much better in the process. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Hello everyone! Welcome to the 250th issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. We've got big news this week. The Capital Update is nearly upon us, and is now entering the open beta stage. This stage is where our dedicated community members get to help us patch up the last few bugs remaining undiscovered before we announce the big release. Keep in mind that this is a beta version, and might not work right, but that's ok - nothing can be perfect the first time. To celebrate this important occasion, we'd like to go over all the features added in this new update, for those who don't follow the newsletters religiously, or those that see them every week and aren't quite sure what's considered new. Let's go! The first set of new features players will see are the revised modification menu systems. The original menus, while functional and concise, were very difficult for new players to pick up. Stuff like clicking the ship name to switch to a new ship was very user-hostile and was never intended to be the final method but got overlooked as we pushed for the Fighter Update to get released in a timely fashion. The old menus also couldn't support new features, like weapon classes or skins, without significant reworking. Included in the menu updates is the Loadout capacity system. Now the armament stats that faction shipbuilders have been so carefully selecting will actually apply to the number of weapons ships can mount at once, as well as the size of the turrets - you'll only need one turret, if its a biggun. The most obvious set of features involve the titular Capitals of the Capital Update. From custom turreted weapons to special Capital TDM gamemodes, these behemoths will be front and center to the most exciting battles the dogfight has to offer. Ship skins are also now available. While you might want to hold off on purchasing any skins that cost Robux until the Beta becomes a Release, Skins that cost credits should now be fully functional, including the long-touted Golden ship Skins for Cycle Grand Champions. Cruise through the skies in a ship that is colored like your favorite superhero today! Included in the update are some new maps, from a Cysov-themed superstation to the wind-swept ocean surface. Other features include Faction-themed hangars when previewing ships, a new type of Outpost in the Outpost Strike Gamemode, better help menus for figuring out controls, energy shield damage effects, Loadout saving and loading, Ship selection filtering, to help you find the ship you're looking for in the haystack, ...and many more. Follow the link below to check the Beta out, and if you find any bugs, drop them in #bug_reports in the Discord community. Remember, if anything weird happens, use the F9 button to open the console, and find anything in red, and report that with a picture and description of what happened. This week in the dogfight there were 404 kills, 7 with auto, 0 with beam, 2 with laser, 1 with plasma, 0 with railgun, and 394 with torpedo. The most dangerous ship was the VSa1-2_Spirit_Kazan with 186 kills, followed by the VSa1-1_Kazan with 152. The most dangerous map was Blue_Spaceway with 229 deaths, followed by Pillarum with 116. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 343 kills and 6 deaths and a 57.16 KDR; redknight378 with 40 kills, 11 deaths and a 3.63 KDR; and JeyBlakeston with 9 kills, 3 deaths, and a 3 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 94) Calexian Community Challenge Before the end of Cycle 13, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. We're right on schedule for gatecrash points, but we've got to keep the pace up. Distance is falling short, but we should be able to make it up in good time. The challenges are: 1000 Gatecrash points, and 3,000,000 studs flown. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Can we have special commodities that are faction-specific, like Cysov thirium or Akatanan eggs? A1: We might be able to fold custom faction commodities into the 'goods' system we have planned - goods being items that don't have a direct use in building structures or ships, but support metaphysical activities like colony city expansion or structure repair. Q2: Will every fighter be able to warp? A2: Most likely, yes. Out warp system isn't entirely free-range - you have to be around an already-built structure and warp towards another one - so it wouldn't be the game-changer you might expect from letting little ships zipping around everywhere. Wild, undeveloped space will require flying at normal speed, so a quick exploration ship will still be useful, even if it can warp around in other situations. This is the compromise between making systems very large, and letting players traverse them in a reasonable timeframe. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! |
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |